[WF-Protocols] Prototype implementation from proposal
Miguel Guzman Miranda
miguelg at tid.es
Mon Jul 14 16:08:13 PDT 2003
Hi all,
Sorry for not being around, spent half the week at the LinuxTag giving
around Worldforge flyers and showing some cool stuff :)
Matze: I don't know if the current proposal is deemed acceptable by the
people around or is it simply that the traffic on the list has stalled.
In any case I think it's a good starting point so, what do you think
about starting the implementation?
We could make a loader and a writer for the omf.xml file (and define a
memory data model for it), and perhaps we both could do some converters,
like for instance for Ogre, Cal3D and Crystalspace. Interested?
Regards,
Aglanor
P.S.: this could be a good time to have a look at the new proposal
(http://www.stud.uni-karlsruhe.de/~uxsm/omf/test.xml) so you could yell
to us if you see something blatantly wrong with it, just before starting
coding a prototype.
On Fri, 2003-07-11 at 11:09, Matze Braun wrote:
> On Fri, 11 Jul 2003, Desmecht Laurent wrote:
>
> > Hi,
> >
> > I have read your proposition for skeletons, you put bones influences on
> > vertex in the skeleton object (as the .X format do, I think).
> > But isn't more interesant to put this in the mesh as the Cal3D format do ?
> > So we can share skeleton (and animation) between different meshs.
> Sharing Skeletons and animations is possible. The vertices and faces are
> defined in the submesh sections. While the influences are defined
> separately in the skeletalmap section. You can just create multiple
> skeletalmap sections for different meshes or even different skeletons.
>
> Greetings,
> Matze
>
>
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