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Nigec
Nigec

Nige's wish list - 3D Characters and Flash Support

04/04/2010, 13:40
well one is already in the making and that 3D for characters, I guess the big issue is which format to use, I think it should be a format you can export from low end 3D software, something like X is a total pain, personally I would of thought DAE would be better

Most engine builders seem to focus on using 3D Studio Max which is usually beyond the average hobbists pocket or Blender with a massive learning curve

I know its been ask before but a panoramic option would be nice, ie a way to use cube faces or spherical images.

Flash support would be cool with the ability to make Visionaire respond to commands from timeline
 
Marvel
Marvel

RE: AW: Nige's wish list - 3D Characters and Flash Support

04/15/2010, 22:57
Nigec
Nigec

RE: AW: Nige's wish list - 3D Characters and Flash Support

04/15/2010, 23:05
the link isn't working mate roll




edit. ha fixed it smile



Cool grin



I wish I could help but I know nothing about application development, my 2cents would be Collada for character animation and away to use geometry to create camera and lights locations, this would mean any 3D software could create the hidden geometry, that is the big bug bare with the other 2.5 engines, you need to own high end software to do quite a trival job
 
tomeglenn
tomeglenn

RE: AW: Nige's wish list - 3D Characters and Flash Support

07/14/2010, 16:52
You guys may or may not be interested in taking a look at my efforts in importing/rendering Collada models in a C++/OpenGL environment on my game development blog: http://tomeglenn.tumblr.com/tagged/Aries_Engine

My engine is no longer under development, however, I am willing to release the source code for my Collada importer/renderer if you think it will aid in adding 3D characters to Visionaire.

I should note that I developed this in C++ and OpenGL on Mac OS X. However, I have not used any native code, so this should compile on any platform. It also makes use of the RapidXML C++ library.
It's also worth mentioning that this code is by no means complete. It can simply load Collada models and display them. It doesn't load lighting/animation information.
 
Marvel
Marvel

RE: AW: Nige's wish list - 3D Characters and Flash Support

07/14/2010, 17:28
Semms interesting smile I hope Alex will have a look on it.

Thank you very much for this information...
 
Alex
Alex

RE: AW: Nige's wish list - 3D Characters and Flash Support

07/14/2010, 22:58
thanks for the info. I guess Daniel will have a look at it once he starts to work on the 3d character integration (next fall).
 
Karens
Karens

RE: Nige's wish list - 3D Characters and Flash Support

08/06/2010, 08:53
I think a Flash integration would do so much more for Vis than a 3d import would, considering Vis has always focused on 2d, it would benefit this engine a lot more, just my two cents,
 
Marvel
Marvel

RE: Nige's wish list - 3D Characters and Flash Support

08/06/2010, 13:51
Well, our programmer does have skills in 3D - but not in flash wink

If you find us a programmer for the flash support everything seems possible grin
 
Glenfx
Glenfx

RE: Nige's wish list - 3D Characters and Flash Support

09/28/2010, 05:08
It would be REALLY COOL if 3D characters where implemented in visionaire, rendering so many animations is very time consuming and heavy on the resources.

I had this idea about implementing 3D characters in a similar way that the 2D animations work.

The idea is about using 3D characters fixed to a pivot point and making the pivot point move the characters around like the 2D character features work (nothing too different than how characters work in 3D games and nothing different than how visionaire works with the 2D characters), also a visual scale for each individual character and using the way point character scaling to change the character's size depending on the position on the scenes (so the scale wouldnt be driven by camera distances or perspective but simulated by the X-Y value of a 2D screen space).

The camera could be fixed and the same for each scene so basicly you have a standard point of view to see the characters, and there can be controls so the character can be rotated trough its pivot if needed or making the camera or perspective rotate around a focus point depending on the scene so every character fits within that pseudo perspective on independent scenes.

Lights and shadows can be faked on the textures like old games used to be done so no need to have lighting controls, just a standard omni light without shadows and the textures do the rest. (dropped shadows can be simulated per character as a transparent plane attached to the pivot point)

I remember the previsualization tool of 3D characters in dungeon siege and it was so light and simple i used to move the tool's window to simulate the characters walking on the screen, so it would be basicly that with visionaire... 3D characters moving on 2D space.
 
Nigec
Nigec

RE: Nige's wish list - 3D Characters and Flash Support

09/28/2010, 08:30
With Wintermute you can use the regular 2D walk area, the shadow the character casts is actually a 2D image which moves about with the character, the light ource I would of thought could be done the same way Visionaire does it altready.
For me the trick will be using a file format that can be used from free or low end commercial software, WM was great if you owned Max or Maya.

There's some nice tools for baking shadows, the new Blender is pretty awsome and doesn't need much Blender know how to use the bake tools.
There's a nice 3D called DAGE which uses baked textures rather than relying on dynamic shadows

As long as the character looks part of the scene I'm all for the most simple form possible, smile
 
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