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> 3D Bone animations, debug or hack tools...
divx2k30
post Oct 6 2005, 08:55 AM
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Ever since playing SA2 I couldn't help it as how good SonicTeam improved the cut-scene animations if you compare it with SA1.


a little help came with the use of Chankas emulator using Wireframe mode, but still I wanna see where these bones are planted exacly (specialy the mouth movements)
Okay this doesn't go only to Sa2, but all the other 3d Sonic titles

maybe a good Hacking tool or debug mode code would come in handy

any idea?


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Ogtrax
post Oct 10 2005, 10:08 PM
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You cant. Bones are not like the faces you see in the game. They are only a transformation matrix for a groups of vertices.
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divx2k30
post Oct 11 2005, 06:25 AM
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In other words morphing, right?

I've seen that there are multiple head models for each character with diferent expresions on them (angry, suprised,...)


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Dude
post Oct 11 2005, 02:18 PM
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QUOTE(Ogtrax @ Oct 11 2005, 03:08 AM) *

You cant. Bones are not like the faces you see in the game. They are only a transformation matrix for a groups of vertices.


Depends. Most games these days do the deforming real time, as opposed to "rendering" the deformations upon export of the file. Wether or not the renderer had a feature to show the bones, however, is another story.


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divx2k30
post Oct 13 2005, 08:46 AM
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btw anyone here into 3d animation?


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Ogtrax
post Oct 13 2005, 04:26 PM
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Well, I might have made a vague post. I'll explain it here how realtime deforming is done(it was what I meant). Each bone is a group, with assigned vertices. Each group has its own transformation matrix. During pre-rendering (ingame), the bones transformation matrix is updated to interpolate between 2 keyframes, with time handling. Since it is purely a mathematical thing it probably isnt possible to just enable bones mode. Although most games have a way of showing bones in debug mode, by representing the bones as primitives. Most games have this feature, but it is often omitted in the release build. But if it still exists in the game, only disabled, it should be possible to activate it by changing a value in memory. But even so, you have to know the address in memory to alter. Long info short, if they had a way of showing bones in debug, and the debug section still exists in the compiled code, just disabled it's possible
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