Vertex animation
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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.
Implementation
- Create a vertex animation in your modelling tool.
- Export a Vertex Cache file. Currently only the official Maya exporter can do this, and only to SMD.
- 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:
- Add a new bone which will drive the vertex animation. It doesn't need to have any vertices attached.
- Add two
$boneflexdriver
commands to bind your vertex animation to the new bone (see example). - 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).
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"