• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
w00tguy123

Vertex morph animation

1 post in this topic

I'm used to skeletal animation, but I'm not sure where to start with per-vertex animations. Is there anyone that has experience making per-vertex animations/morphs? How can you indicate the destination of a vertex with a modeling program? Do I really have to create a bone for every single vertex?

Say I have a two meshes with the exact same amount of faces and vertices and save them both to separate frames/files, I can only expect that vertices from the first frame will interpolate to random vertices in the second frame, which would turn into triangle soup. I need a modeling program that can let me assign an ID to a vertex or something so that I can choose which vertices go where in the next frame. Does something like this exist? If not, what is common practice for vertex animators? Edited by w00tguy123
0

Share this post


Link to post
Share on other sites
[quote name='w00tguy123' timestamp='1352264889' post='4998345']
Do I really have to create a bone for every single vertex?
[/quote]
What ? No.

[quote name='w00tguy123' timestamp='1352264889' post='4998345']
I need a modeling program that can let me assign an
[/quote]
Well, blender for example supports [url="http://de.wikibooks.org/wiki/Blender_Dokumentation:_Shape_Keys"]shape keys[/url], which are the same model (tris + vertices), but each shape key have an other position of the vertices. You don't need unique IDs, the tool just needs to ensure, that the exported vertices are in the same order.

In this case you would morph between two meshes like this:
[CODE]

vertexSource : attribute
vertexTarget : attribute
alpha : uniform
..
positionSource = applySkeletalAnimation(vertexSource.position);
positionTarget = applySkeletalAnimation(vertexTarget.position);
positionFinal = mix(positionSource,positionTarget,alpha);
...

[/CODE]
Basically the source and target vertex are two different streams of two [i]meshes[/i], representing the same topology. In fact there're only two position/normal streams, you can share other data like uv coords or color. When exporting your meshes from a modelling tool just ensure, that
1. same number and order of vertices
2. bound to the same skeleton
3. same tris

Shape keys should do exactly this, other modelling tools should have similar features.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0