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Animation In FG games
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nemesis567 Offline
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Post: #1
Animation In FG games
Has FG used IK or FK for animation in their characters?

Today I dreamt the life I could live forever. You only know that when you feel it for you know not what you like until you've experienced it.
06-30-2011 04:33 PM
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MrBigzy Offline
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Posts: 616
Joined: Mar 2011
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Post: #2
RE: Animation In FG games
No, I don't think those are supported in OpenCollada files, not sure though. At the very least general constraints and splines aren't.

None of the models I've seen have used them (grunt, brute, ragdoll naked guy, prisoner guy with animations).

You could try using them though. It'll give an error saying it's not supported in Maya when exporting if it isn't.
(This post was last modified: 06-30-2011 07:40 PM by MrBigzy.)
06-30-2011 07:38 PM
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nemesis567 Offline
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Post: #3
RE: Animation In FG games
It must use one of them, for what I've seen it seems to use Forward Kinematics, but I may be missing something.

Today I dreamt the life I could live forever. You only know that when you feel it for you know not what you like until you've experienced it.
07-02-2011 03:22 PM
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Jinmurasaki Offline
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Post: #4
RE: Animation In FG games
From what I've experienced so far the animations need to be keyed directly on the bones but I've found an easy way to do this. Rig your character with all of the FK/IK you need, do the animation and then when you go to export it, use the Bake Simulation feature on all of the bones in the rig and it will bake all of the animated movement straight to the bones. You can then export the model and the bones without the constraints. Tell me how it goes, I'm currently on that phase of a custom enemy at this point.
07-03-2011 06:22 AM
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nemesis567 Offline
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Post: #5
RE: Animation In FG games
Ok, that still doesn't answer if it is using FK or IK solvers..

Today I dreamt the life I could live forever. You only know that when you feel it for you know not what you like until you've experienced it.
07-03-2011 01:29 PM
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