The aim of this thesis is to design a framework for vvvv, which enables developers to deal with character animation including skinning, skeletons, etc., easily.
It should be determined, whether it is possible to transfer character animation specific terms and workflows from animation packages (e.g. Maya) into vvvv - and of course implement a possible solution in a set of vvvv nodes.
While one common case of using character animation in vvvv might be importing a character rig from an external source using e.g. the Collada Importer, this diploma should also find ways to create character rigs inside of vvvv dynamically.
The result is a set of 10 nodes implemented using vvvv's C# plugin interface:
Watch THIS VIDEO ON VIMEO to see a quick compilation of some results which evolved while playing arount with those nodes.
The developed nodes are now available for download: Skeleton.zip. Just place the files contained in the zip into the plugins-directory of you VVVV folder. Remember, that you need Microsoft .NET Framework 2.0 and SlimDX installed, to use the nodes.
Alternatively, you can checkout the latest version of the sourcecode from the VVVV plugin repository on Sourceforge:
https://github.com/vvvv/vvvv-sdk/tree/develop/vvvv45/addonpack/src/nodes/plugins/Skeleton/SkeletonNodes
and
https://github.com/vvvv/vvvv-sdk/tree/develop/common/src/core/Utils/Skeleton
There are two articles about how to use those skeleton nodes here on the VVVViki, as well as on www.quasipartikel.at:
There are still a lot of issues with the nodes described above. I set up quick bug tracker at www.zauner900.net/bugs/index.php, where there are listed upcoming tasks to do. It's public, so feel free to add issues, if you want to give feedback. However, some of the major issues are:
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