NasimiAsl Posted April 11, 2016 Share Posted April 11, 2016 hi flow this topic if you want make dynamic character reaction i start with simple actions and we can manage all we need Benefits All Process in GPU and you can control that with send a little parameters About Your Size : you just need a few more Textures you can define unlimited parts for manage Disadvantages : You can not have correct Collision in CPU take Time To Make Color full Parts and work with 2d Texture on UV map you need some helpers point for manage rotate parts need a little more mathematical no documentation for yet( right now it is on process i make samples in PG and write a documentation ) anyway : http://www.babylonjs-playground.com/#1MKCIY#0 http://www.babylonjs-playground.com/#1MKCIY#1 http://www.babylonjs-playground.com/#1MKCIY#2 http://www.babylonjs-playground.com/#1MKCIY#3 http://www.babylonjs-playground.com/#1MKCIY#4 3d Model in here http://tf3dm.com/3d-model/puo-90513.html (thanks for @ 3dregenerator ) move to BABYLONX : http://www.babylonjs-playground.com/#1TYWYB#35 adam, Wingnut, ozRocker and 5 others 8 Quote Link to comment Share on other sites More sharing options...
RaananW Posted April 11, 2016 Share Posted April 11, 2016 Hi! Looks very promising. Got a few questions (as I am a newbie in those fields) - What is the difference between that and bones? Is this actually "bones without bones" kind of approach? I guess I can wait for the documentation, but - how do you get the points you want to animate? you wrote in the PG "you can find it in 3d appllications helpers or set it your self", but what exactly are they? Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted April 11, 2016 Author Share Posted April 11, 2016 hi @RaananW i see when we rig the geometry in Maya or Bones in Max We Select Vertex for Bone and define move and rotate and scale to bone in this sample we do that but we don't have bone we have solid object and Vertex Color like Texture and use that for change vertex position we can say "bones with texture" for Point i find that with my personal Tools ( for make material and you can select your bones coordinate i share that too after finish ) all bone rotate around a point(center of rotation ) you need look benefit and Disadvantages for choose shader bones or Cpu bones. but this is very flexible after you build Wingnut 1 Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted April 11, 2016 Author Share Posted April 11, 2016 http://www.babylonjs-playground.com/#1MKCIY#8 http://www.babylonjs-playground.com/#1MKCIY#10 GameMonetize, jerome and Wingnut 3 Quote Link to comment Share on other sites More sharing options...
Wingnut Posted April 11, 2016 Share Posted April 11, 2016 I'm wearing-out my LIKE button. Well done, Naz! Oh my god. This opens up a whole new world of demented mad-scientist experiments. (Wingy wears his Pixel Alchemist apron and steps-up to his workbench) Party time! (Wingy clamps our poor dinosaur into a bench vise, and starts poking it with a stick, under a bright light) Fun ! NasimiAsl 1 Quote Link to comment Share on other sites More sharing options...
RaananW Posted April 11, 2016 Share Posted April 11, 2016 4 hours ago, NasimiAsl said: you need look benefit and Disadvantages for choose shader bones or Cpu bones. Oh, I was pretty sure that bones were calculated on the GPU! Are you sure it is a CPU? Isn't that what this - https://github.com/BabylonJS/Babylon.js/blob/master/src/Shaders/ShadersInclude/bonesVertex.fx is doing? Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted April 11, 2016 Author Share Posted April 11, 2016 yes but it 58 minutes ago, RaananW said: Oh, I was pretty sure that bones were calculated on the GPU! Are you sure it is a CPU? Isn't that what this - https://github.com/BabylonJS/Babylon.js/blob/master/src/Shaders/ShadersInclude/bonesVertex.fx is doing? all movement matrix calculated in cpu but in ShaderBuilder we r not any data or calculate in cpu side we don't make any bones matrix array anywhere and i don't say this better than bones but i 100% percent sure this is very flexible after you build check this http://www.babylonjs-playground.com/#1MKCIY#10 Quote Link to comment Share on other sites More sharing options...
RaananW Posted April 11, 2016 Share Posted April 11, 2016 Don't get me wrong, there is not criticism here I just want to understand the differences. Love the demo! I can see how this cannot be achieved with bones alone. Oh, and please don't explode any more dinosaurs, they should be preserved for the future. NasimiAsl and Wingnut 2 Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted April 11, 2016 Author Share Posted April 11, 2016 she born again i wanna make a simple game for next BJS challenge with that I Need T-Rex RaananW 1 Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted April 11, 2016 Author Share Posted April 11, 2016 16 minutes ago, RaananW said: Don't get me wrong, there is not criticism here I just want to understand the differences. Love the demo! I can see how this cannot be achieved with bones alone. Oh, and please don't explode any more dinosaurs, they should be preserved for the future. sorry my bad writing i am not good to English and i have to Explain What i do (90 percent my Ideas is not like Common methods ) i am glad for i can talk with BJS Members thanks Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted April 11, 2016 Share Posted April 11, 2016 This is UTTERLY cool:) NasimiAsl 1 Quote Link to comment Share on other sites More sharing options...
Dal Posted April 12, 2016 Share Posted April 12, 2016 This looks cool, although I don't really understand how to use it... Quote Link to comment Share on other sites More sharing options...
Dad72 Posted April 12, 2016 Share Posted April 12, 2016 This seems extremely complicated to use and understand. Do with bones seems more direct and easy, but cheers for your demos, the result is cool. Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted April 12, 2016 Author Share Posted April 12, 2016 50 minutes ago, Dal said: This looks cool, although I don't really understand how to use it... ShaderBuilder Born Less than a Month I am work on to make it Easy But Some stuff is very complicated i try find someone for work with me on it but i wait to finish first version with document. this is tools for make a shaderBuilder but i need time . in last i think we don't need make a any material in source and my recommend we just make geometry after that and make all material with this jerome and Dad72 2 Quote Link to comment Share on other sites More sharing options...
MarianG Posted April 12, 2016 Share Posted April 12, 2016 Wonderfull. It's almost unreal. And your last demo, ... omg. NasimiAsl 1 Quote Link to comment Share on other sites More sharing options...
jerome Posted April 12, 2016 Share Posted April 12, 2016 im-pres-si-ve ! NasimiAsl 1 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted April 12, 2016 Share Posted April 12, 2016 Pretty future tool. Quote Link to comment Share on other sites More sharing options...
KevinBLT Posted April 13, 2016 Share Posted April 13, 2016 Well done! Keep on going :-) NasimiAsl 1 Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted April 13, 2016 Author Share Posted April 13, 2016 i make 18 hours ago, Dad72 said: This seems extremely complicated to use and understand. Do with bones seems more direct and easy, but cheers for your demos, the result is cool. i try to make it less complicated http://www.babylonjs-playground.com/#1MKCIY#20 .Nut('result.x*255.', // red color ( get from texture before Line) { frame:'sin(time*0.01)', // action speed bones: [ { bet: '< 150.', center: 'vec3(0.,3.95,0.2)', rotation: { x: '30.' } }, // bet : color condition , center: point of rotate , rotation angle { bet: '< 140.', center: 'vec3(0.,3.5,0.4)', rotation: { x: '30.' } }, { bet: '< 130.', center: 'vec3(0.,3.5,0.6)', rotation: { x: '30.' } } ], array: ['pos', 'nrm'] }) // change position and normal after rotate .VertexShader('result = vec4(pos,1.);') // make last result for Vertex Shader not commit this part (on the progress) jerome 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.