What types of formats are you using, and how you animating? Collada?
Shaders/Skinning? Awesome.
Formats include 3ds, dae, dxf, fbx, md2, and obj. Animation is done a
few different ways: MD2 stores keyframes, so the loader outputs an
array of objects that you can iterate over (the Knight/Goblin stuff
uses that, with a linear mesh blender to smooth the keyframes). 3DS
and obj can also store multiple objects per file. FBX stores
keyframes and skinning animation, but it's not fully supported yet
(waiting for the next version of the SDK from autodesk.) There are
also deformers that modify the mesh arbitrarily. The ripple, gravity,
quantize, and twist distortions are demonstrated in that video (mostly
on a plane mesh, but it works on arbitrary models as well), there are
a few others added since that video (it's from February, some parts
from earlier). No shaders were harmed in the production of that
video, though many deformers could be accelerated using vertex shaders
-- this is in the longer-term future roadmap. No skinning yet, since
that's difficult and I've been swamped with lots of unrelated work
lately.
You can see some other demo videos at http://www.mutantquartz.com/ --
One of the alpha testers periodically posts stuff there using that
plugin (among others).
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