Vertex animation: Difference between revisions

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(bugs bugs bugs!)
m (Added todo to add the dmx method and added example videos.)
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{{bug|Using the [[$scale]] command breaks vertex animation.}}
{{bug|Using the [[$scale]] command breaks vertex animation.}}
{{todo|Add documentation on DMX vertex animation method which is compatible with $scale.}}


== Implementation ==
== Implementation ==
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* [[Flex animation]]
* [[Flex animation]]


== Example Videos ==
* [http://www.youtube.com/watch?v=O2iZZHwDcZg A simple video showing the use of Vertex animation for hair.]
* [http://www.youtube.com/watch?v=0ZZ8xH_nvX0 A simple video showing the use of Vertex animation for cloth.]
* [http://www.youtube.com/watch?v=r5aV5C6kryU Example of vertex animation in Source Filmmaker.]
[[Category:Modeling]]
[[Category:Modeling]]

Revision as of 15:05, 17 June 2014

Vertex animation is the keyframed animation of individual vertices of a mesh. It's good for very complicated motion like that of cloth, hair, or water. It should not be confused with flex animation, which deforms a mesh from one shape to another by moving its vertices in straight lines.

Vertex animation was added in Source Filmmaker and is also available in Dota 2.

Icon-Bug.pngBug:Using the $scale command breaks vertex animation.  [todo tested in ?]
Todo: Add documentation on DMX vertex animation method which is compatible with $scale.

Implementation

  1. Create a vertex animation in your modelling tool.
  2. Export a Vertex Cache file. Currently only the official Maya exporter can do this, and only to SMD.
  3. Add the vcafile command to your $model block (see example below).

This produces two flex controllers named after your VCA file. The first defines the blend weight of the animation, the second (prefixed with multi_) defines the active frame.

A programmer can now control your animation. If you need to map the vertex animation to a standard animation sequence, perform these extra steps:

  1. Add a new bone which will drive the vertex animation. It doesn't need to have any vertices attached.
  2. Add two $boneflexdriver commands to bind your vertex animation to the new bone (see example).
  3. Add at least one $sequence in which the new bone is animated in its X and Y axes. Its X position defines the blend weight of the vertex animation (0-1), and its Y position defines the frame of vertex animation (0-1).
    Icon-Bug.pngBug:Currently the flex driver sequence must be defined with $upaxis Y. This doesn't affect the rest of the model.  [todo tested in ?]

Example

$model "body" "ref_mesh.smd" {
	vcafile "vertex_animation.vta"
}

// Optional:

$boneflexdriver "flexAnimBone" tx "vertex_animation" 0 1
$boneflexdriver "flexAnimBone" ty "multi_vertex_animation" 0 1

$upaxis Y // currently flex driver sequences must be Y-up
$sequence "vertex_animation" "flexAnimBone_anim.smd"

See also

Example Videos