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Found 5 results

  1. Introducing our new WebGL Inverse Kinematics animation design tool. (1) It is based on FABRIK iterative solver, many times faster than traditional Jacobian solver such as iTaSc. (2) allows you to save and reuse poses and animation. (3) enabling collision detection for end-effectors allows you to automatically adjust walk cycle over tilted surfaces. A short tutorial video shows how it works: Visit Petri-Dish to play with the above IK Hand and see what other gestures you can create. oTakhi Platform is a cloud-based, top-down, object-oriented, web application and game development tool featuring the latest web technologies. Visit to learn more.
  2. Hey, I must apologize for asking so much or in such large scale. but there's some stuff that wont just "click". I do not ask u to tell me precisely how to do but more like how its done in theory. I'll try to categorize the subjects with numbers or something to make the questions more easy to answer. 1. first things first. I'v read something that i cant use "actions" from blender. how i should make the skeletal animations then? in one big animation that contains all the animations for Walking, running and idle ect. and somehow using the frames of specific range in babylon.js? 2. Then how about the gearing and character customization? I know that i could place the sword for example by appending it to bone or something, but how about clothing and character hair; do i create the clothes as objects in blender and then display the wanted item or change texture? 3. does anyone know a good page to read about these? =) - Thanks, eljuko
  3. Hi ! is there is possible to make smooth skeletal animation transition between two animations,,, from "IDDLE" to "RUN" ,,,,, from "RUN" to iddle also I would need to get current animation frame, or set animation frame.
  4. These are two simple questions, regarding parent-child relationships. It's not that I don't get this: " Any postion, rotation and scaling transformations made to the parent... prior to assigning it to children... will also be applied to the children when the parent is assigned. " What's happening rather is that when I load two meshes and make the first one the parent of the second or vice versa, there is an initial displacement in the child's position. On loading the meshes, this is the only line of code involving them, the rest sets up the camera, lights, etc: newMeshes[1].parent = newMeshes[0];Which results in newMeshes[1] being displaced. When newMeshes[0] is moved after this it works fine, whatever transformations are done on it are also done to newMeshes[1], the issue is this initial displacement. The second question is whether parent-child relationships can be defined between specific parts of a mesh and another mesh. For example, say a human-like mesh is loaded that has skeletal animation where one hand moves up and down, and I want a sphere or another mesh to also move based on the motion of this one hand and not of the entire body. (Without using sub-meshes) how can this be done? Can a mesh be attached to the motion of skeletal animation? Still a noobie learning the ropes... Thanks in advance.
  5. I would like to export to js a sort of skeletal animation made with inkscape.Problem is how to extrapolate position and rotation from bounding box value .I am able to find rotation from transform matrix .I have some python code that doesn't work predictabily as for position of the image from bounding box value .import mathimport sys#rotation : math.degrees(math.atan2(m2,m0)c = input('membro a della matrice: ')s = input('membro c della matrice: ')px = input('spostamento x: ')py = input('spostamento y: ')x = input(' x: ')y = input(' y: ')width = input(' w: ')hwidth = width/2height = input('h: ')hheight = height/2scale = input('scale: ')x1 = x -px + hwidthy1 = y -py + hheightx2 = 1/scale*(c * x1) + 1/scale*(s * y1)print x2 + px - hwidth x1 = x + px + hwidthy1 = y + py + hheighty2 = 1/scale*(-s * x1) + 1/scale*(c * y1)print y2 - py - hheight This is the svg code :