Thursday, July 21, 2016

3d meshes - Creating a basic character skeleton from code


I'd like to have a procedural system that uses a string of data to create a 3d creature. The way I've thought to do this is to use the code to generate a simple creature skeleton (I'll get to the skin generation when I have time) so I can test different source data's effect on the structure produced.


How can i use a set of data to generate the simple 3d skeleton?


The code would have information used to show what type of bone it was(hierarchy), the bone length, and how the bone was positioned and use this to make the model. (At least in planning, I don't know how to implement it)


Edit: The goal is to create creatures of different forms and skeletons. The creation will be mirrored down the spine so both sides are the same.


I'd like it to be highly adaptable but I'd like to specify a max of 4 legs and 4 arms (8 limb max only 4 on ground for walking). Being able to create a basic structure for humanoids, quadrupeds, and mixes (like a centaur or biped with no arms) is the goal.


I've looked for how to create a model off of the code procedurally, looking at stuff like FRep isosurfaces and metaballs, but I'm stumped on how to make it happen. I decided any progress is better that none, so I'd like to get a generator for something like an animators skeleton example to make sure I can get working structures (and later have something to work with to begin working on the animation algorithm).


Sorry for the lack of information at first, I was trying to keep the question simple. If you have an idea for the creation of the structure(skeleton) or maybe even the form itself I'd appreciate the help. Thanks




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