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Several tools are shipped with Crystal Space in order to help the setup of Animeshes and their animations.
A Genmesh can be converted into an Animesh, the new Animesh won't simply have any skeleton, morph target or animation.
This is made using the
Depending on your artistic pipeline, you may result in an Animesh defined in a main file, while the morph targets of the Animesh are defined each of them in a different, separate file. The ‘splitmorph’ plugin tool allows to load all these files, and to merge them into a single Animesh mesh.
The ‘splitmorph’ plugin tool uses the methods
CS::Mesh::AnimatedMeshTools::ImportGeneralMesh(), and parses the
parameters of the tool from a Crystal Space library file.
An example of merging of a split mesh is available in the main Crystal Space repository, using a face generated by the FaceGen software. Please read the ‘readme’ file in ‘CS/data/jane’ to proceed to the download of the file, then you will be able to visualize it with the following command:
A motion capture parser (class
CS::Animation::BVHMocapParser) is available
for the loading of animations defined in the BVH (Biovision Hierarchical data)
file format. It can be used to feed the animation data to be played by a
CS::Animation::iSkeletonAnimationNode animation node.
This parser can be combined with a ‘Retarget’ animation node in order to redirect the animation to an Animesh with a roughly different skeleton.
A viewer (‘csmocapviewer’) allows to visualize easily the content of BVH motion capture files, as well as the retargeting of the animation data to a given Animesh.
The viewer is also shipped with a Point Light Display system, that has been designed to be used in psychology studies on the human perception of biological motion. It uses a Perlin noise to add points with random motion.
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