MoroseTroll on 24/2/2011 at 09:17
As I predicted, Kyle can't help us because he is just a forum administrator. I think that we need to contact Eidos (not Montréal, but HQ at London) directly, probably in person...
New Horizon on 24/2/2011 at 11:18
Quote Posted by MoroseTroll
As I predicted, Kyle can't help us because he is just a forum administrator. I think that we need to contact Eidos (not Montréal, but HQ at London) directly, probably in person...
So after all of this back and forth with him about the source, he doesn't know anything? Was the source really given to Eidos in the first place by Rene? lol This is all rather bizarre.
MoroseTroll on 24/2/2011 at 13:27
I'm not sure anymore... Damn it! We definitely should contact Eidos HQ one way or another. Perhaps, they still don't know anything about the source :eek:.
New Horizon on 24/2/2011 at 18:43
Quote Posted by MoroseTroll
I'm not sure anymore... Damn it! We definitely should contact Eidos HQ one way or another. Perhaps, they still don't know anything about the source :eek:.
What did he say to you this time?
MoroseTroll on 25/2/2011 at 09:05
Nothing really interesting. But I have no his authority to publish his PM here, so see your Inbox.
Albert on 27/2/2011 at 18:24
Fingers-crossed on that one... So, what did he imply, if anything?
Albert on 27/2/2011 at 18:27
Quote Posted by Serpentine
There are a couple of pretty big repositories of mo-cap movements and such lying around the net, eg:
(
http://mocap.cs.cmu.edu/)
Oh yeah! I forgot about this... This'd work too, long as we had a converter.
Serpentine on 27/2/2011 at 22:30
Quote Posted by Albert
Oh yeah! I forgot about this... This'd work too, long as we had a converter.
I took a look at the formats, there's a pretty good overview over on some SS2 forum. After hearing it was meant to be skeletal I was pretty sure it'd be a quick few hours of tinkering to get the right output from my converter... yeah well it's not and there's all the information that mo-cap isnt going really capable of giving you in a single step export :/
Nameless Voice on 27/2/2011 at 22:47
This is going totally off-topic, but Telliamed wrote python scripts for converting motions to and from csv-style plain text files.
You can grab them here: (
http://whoopdedo.org/projects.php?misc#MotPython)
Might help give you an idea of the motion file format.
Serpentine on 27/2/2011 at 23:47
Quote Posted by Nameless Voice
This is going totally off-topic, but Telliamed wrote python scripts for converting motions to and from csv-style plain text files.
You can grab them here: (
http://whoopdedo.org/projects.php?misc#MotPython)
Might help give you an idea of the motion file format.
The problem is more that you still have to link up all the other stuff with the other files, it seems there's about 4 files which come in to play to build up an animated humanoid - so a specialized tool would most likely be better so that you can match up specific mocap bones with the mesh and generate everything cleanly with prescaled data. I was also thinking of the mesh more, the way it does physical constraints is something you cant really get from mocap, but if you've got the meshes prebuilt it's far simpler and just a matter of matching names and scaling. It's actually not too bad on second thought, but just not within the scope of what I'm willing to do for a game I don't play :)
Those scripts there + pyassimp (load and scale bones/get animation keyframes) would be a really good place to start if anyone wanted to.