[00:00:05] <genjix> well all commercial animation uses node trees
[00:01:10] <nev7n> I think we can build node trees on top of the API I was thinking of
[00:01:23] <nev7n> that way we have a simple API for people that have simple mixing to do
[00:01:32] <nev7n> and a node tree API for the power users ontop
[00:02:27] <genjix> how?
[00:02:55] <nev7n> well if we use your example of a tree...
[00:03:03] <nev7n> [O]
[00:03:03] <nev7n> > > wave
[00:03:03] <nev7n> > > [B]
[00:03:03] <nev7n> > > walk
[00:03:03] <nev7n> > > run
[00:03:14] <vknecht> gotta sleep, good night guys :)
[00:03:19] <nev7n> night vknecht
[00:03:38] <genjix> cya vknecht
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[00:04:05] <nev7n> your tree API would traverse the tree and call the API with appropriate blend masks
[00:04:44] <genjix> no
[00:04:46] <nev7n> so first call might blend walk and run, then a subsequent call would blend in wave with an overwrite mask
[00:05:22] <nev7n> there's also some optimisation you could do in certain cases - here it would be possibe to do all in one pass I think
[00:05:45] <nev7n> am I missing something?
[00:06:15] <genjix> i think you are saying to flatten the tree?
[00:06:38] <nev7n> no, not flatten - traverse the tree calling the simple blend API as appropriate
[00:07:19] <nev7n> I don't fully understand how your blend tree is expressing the blending, but you'd do either a depth-first or breadth-first traversal
[00:07:36] <genjix> not all bones use all the branches
[00:07:58] <genjix> so weights and transform blending is calculated per bone maybe (have to test practicality of that first)
[00:08:30] <genjix> so how can you do with a more complex deeper example?
[00:08:36] <nev7n> OK - so you have some kind of bone mask at different levels of the tree that effects everything from that node down?
[00:08:47] <genjix> no masks
[00:09:01] <nev7n> [23:06] <genjix> not all bones use all the branches
[00:09:04] <genjix> just keyframes with bone, pos, rot
[00:09:12] <nev7n> how does your tree represent this?
[00:09:29] <genjix> just doesn't contain redundant data
[00:11:28] <nev7n> OK - so we have a skeleton, and say 4 animations
[00:11:38] <nev7n> each animation is a sequence of keyframes like you say
[00:11:53] <nev7n> we want to blend these 4 animations together
[00:12:09] <nev7n> some animations only move some of the bones
[00:12:24] <nev7n> some we want to overwrite any others, some we want to blend in with some weights
[00:12:40] <genjix> ok, but an arm being waved only has keyframes for the arm
[00:12:44] <nev7n> sure
[00:12:52] <genjix> so its all good :)
[00:12:59] <nev7n> yes
[00:13:28] <nev7n> the reason I was thinking of having a bone mask was that you might want to take just some of an animation
[00:13:53] <genjix> im interested to know more about how the api could integrate with a node tree since its good to provide a simple and complex options
[00:13:55] <nev7n> e.g. you might have an animation of someone walking and waving and you might want to mask that so you only take the wave and blend it with another
[00:14:19] <nev7n> do you have any links to some apis that use node trees?
[00:14:27] <nev7n> would be good to look at how the pros do it :)
[00:14:40] <genjix> http://www.gamasutra.com/features/20030704/edsall_02.shtml
[00:14:55] <genjix> but i know 4 games do it now.
[00:15:08] <genjix> + natural motion :)
[00:17:11] <nev7n> just registering on gamasutra - I'm sure I had a long b4 but can't remember it
[00:18:34] <nev7n> that article looks useful
[00:18:43] <nev7n> I'll read it after some sleep though I think
[00:19:00] <genjix> i think nodes is the way to go :)
[00:20:35] <nev7n> is there anywhere else where my thoughts so far conflict with what you were thinking?
[00:21:12] <genjix> not really, because there isn;t much else :) and also we should collaborate
[00:21:41] <nev7n> yes, definately
[00:21:52] <nev7n> it will be good to have someone else look at the animation stuff
[00:22:34] <nev7n> k - time for bed
[00:22:40] <nev7n> night genjix
[00:22:52] <genjix> cya
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[09:03:18] <vknecht> hey cfraz89 :)
[09:03:21] <vknecht> hi CyaNox
[09:03:40] <cfraz89> hey vknecht :)
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[09:13:15] <vknecht> crappy proxy...
[09:13:52] <vknecht> cfraz89: so, back to work ? :-)
[09:14:28] <cfraz89> slowly...
[09:14:35] <cfraz89> don't have much time or commitment left
[09:15:51] <vknecht> back to uni .
[09:15:56] <vknecht> s/./?/
[09:18:09] <cfraz89> yeah, in a couple of days
[09:18:16] <cfraz89> but even when i'm not at uni i'm working
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[09:28:11] <renaud> Hello
[09:28:28] <vknecht> salut renaud
[09:28:42] <renaud> salut vknecht
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[10:11:55] <cfraz89> vye
[10:12:01] <cfraz89> \*bye :)
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[15:55:35] <scd_hu> hi all
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[16:04:34] <vknecht> hi genjix
[16:04:38] <vknecht> and asantoni :)
[16:04:44] <vknecht> and bye, bbl...
[16:04:44] <asantoni> hello!
[16:04:51] <genjix> hi vknecht
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[18:39:04] <renaud> seeya
[18:44:19] <vknecht> brb
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