[xoreos-devel] KotOR animations

Vsevolod Kremianskii vkremianskii at gmail.com
Sun Aug 20 17:06:15 CEST 2017


Starting from scratch it is then :) I remember successfully getting KotOR
animations into Blender using MDLops in the past. And since the source code
for that is readily available (it's a Perl program), I figured it shouldn't
be that much of a hassle.

2017-08-20 21:50 GMT+07:00 Sven Hesse <drmccoy at drmccoy.de>:

> Hej!
>
> On 2017-08-20 19:26:32 +0700, Vsevolod Kremianskii wrote:
> > Hello. I'm interested in tinkering with KotOR animations in xoreos. What
> is
> > the current state of that feature? I noticed there already is a dedicated
> > branch for that (kotoranim).
>
> Well, that branch is mainly there to hold a commit that displays some
> testing/debugging code to show how xoreos currently evaluates the
> KotOR animations.
>
> There's two issues with KotOR animations at the moment:
>
> First, we don't really know much about how the values in the model
> files should be interpreted.
>
> Second, we do know that the animations, or at least many of them, are
> bone-weight-animations. I.e. they only change the underlying skeleton
> (made up of model nodes), and the mesh vertices are then deformed,
> according to weights, to fit the skeleton.
>
> This is different from the animations in NWN that we currently
> support. There, the meshes aren't deformed, just rotated and moved
> whole-sale alongside the model nodes.
>
> We currently don't support deforming animations at all.
>
> (NWN also does deforming animations for some meshes, most prominently
> cloaks, but xoreos doesn't support that there yet either.)
>
> So basically, the first step would be to figure out how to interpret
> the animations values in the model files, or see if somebody else
> already has. From what I remember reading in the Deadly Steam forums
> (the most popular KotOR modding forums) [1], the KotOR modding
> community hasn't figured that one out either, so the information would
> be valuable to them as well.
>
> I'm not sure if Farmboy0 or Supermanu or anybody else did some
> research on this, though. Please chime in here if you have, thanks. :)
>
> As for implementing this animation scheme in xoreos, that's going to
> be relatively difficult and fiddly. I myself am not sure how to do
> that right now either. Currently, the renderer in xoreos is
> fixed-function OpenGL, without any new features or even shader
> support. mirv is in the process of rewriting it to be a tad more
> modern, but it's going to take a while still.
>
> If you have any idea or experience there, that would probably be
> helpful. :P
>
>
> Cheers,
> Sven
>
>
> [1] http://deadlystream.com/forum/
>
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