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Author Topic: Brawlbox Resources & History  (Read 3881642 times)
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BlackJax96
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    « Reply #1515 on: June 20, 2011, 06:28:09 PM »


    lol
    if webcams don't work then how come 3D scanners are possible with them XD

    anyways...
    hate the 360, love the Kinect

    btw...
    it's $140.00 for a Kinect

    you forgot the $9.99 at the end
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    KingJigglypuff
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    « Reply #1516 on: June 20, 2011, 06:30:15 PM »


    Just curious, but do you need an X-Box in order to use the Kinect?
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    BlackJax96
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    « Reply #1517 on: June 20, 2011, 06:31:30 PM »


    Just curious, but do you need an X-Box in order to use the Kinect?

    Nope.
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    « Reply #1518 on: June 20, 2011, 06:44:20 PM »


    You're partly right...
    You make animations throught a live video taken with the kinect. It tracks your movements and applies them to the model.

    BTW (at everyone), Webcams DO NOT work AT ALL. Don't bother asking. The kinect has a special system that tracks each joint. Webcams can't do what the kinect can.
    man, I thought that kinect thing was a joke.  If you do that dude, people will flip [censored].  Kudos to you man ^^
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    KingJigglypuff
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    « Reply #1519 on: June 20, 2011, 06:47:47 PM »


    Nope.
    Alright. Awesome. Cheesy
    Another question, can it connect via USB cable? Or is a USB cable the cable it uses to connect?
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    BlackJax96
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    « Reply #1520 on: June 20, 2011, 06:51:48 PM »


    Alright. Awesome. Cheesy
    Another question, can it connect via USB cable? Or is a USB cable the cable it uses to connect?

    When you buy the kinect seperate from the console, it comes with a usb converter cable. So yeah it uses usb.
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    VILE
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    « Reply #1521 on: June 20, 2011, 06:56:53 PM »


    lol
    if webcams don't work then how come 3D scanners are possible with them XD

    anyways...
    hate the 360, love the Kinect

    btw...
    it's $140.00 for a Kinect

    3D scanning works off regular video and light being tracked on a surface. Kinect is a whole different deal.

    As for the Kinect animations, I like the idea, but with other programs that have supported it, models seem to fidget about, but I guess tweaking the bone in the center should fix that.
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    BlackJax96
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    « Reply #1522 on: June 20, 2011, 07:00:19 PM »


    3D scanning works off regular video and light being tracked on a surface. Kinect is a whole different deal.

    As for the Kinect animations, I like the idea, but with other programs that have supported it, models seem to fidget about, but I guess tweaking the bone in the center should fix that.

    I was hoping that if a tracked bone was lost, I'd just leave the box without a keyframe so it'd interpolate to the next set value. And you can always edit the animation after you track yourself Wink
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    « Reply #1523 on: June 20, 2011, 07:27:48 PM »


    Lol you should try modding brawlbox itself to fix exporting and saving. But whatever, I want this brawlbox nao!
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    « Reply #1524 on: June 20, 2011, 07:50:01 PM »


    Time to steal my friend's Kinect...
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    « Reply #1525 on: June 20, 2011, 08:08:06 PM »


    speaking of interpolation, there should be interpolation settings for brawlbox, so you can do stuff like this (ignore the text, this image was made by someone on smashboards who was saying that brawlbox's interpolation was off)
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    BlackJax96
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    « Reply #1526 on: June 20, 2011, 08:38:12 PM »


    speaking of interpolation, there should be interpolation settings for brawlbox, so you can do stuff like this (ignore the text, this image was made by someone on smashboards who was saying that brawlbox's interpolation was off)


    I found the function:

    public float Interpolate(int offset, bool linear)
            {
                if (offset == 0)
                    return _value;

                int span = _next._index - _index;
                if (offset == span)
                    return _next._value;

                float diff = _next._value - _value;
                if (linear)
                    return _value + (diff / span * offset);

                float time = (float)offset / span;
                float inv = time - 1.0f;
                return (offset * inv * ((inv * _tangent) + (time * _next._tangent)))
                    + ((time * time) * (3.0f - 2.0f * time) * diff)
                    + _value;
            }

    There are no older versions of this, I checked brawltools on google code.

    Edit: Found some info.
    http://stackoverflow.com/questions/1146281/cubic-curve-smooth-interpolation-in-c

    Let's see if I can fix this up.
    Edit 2: HOLY CRAP. I think I fixed the interpolation! Comparing it to 63d's interpolation, this is perfect! The interpolation in 63d is terrible! Im srs here You'll probably see that a few of the animations you've created look a little weird though (I've been looking through some animations I've made), that's most likely because of all the keyframes you created to make it look smooth.

    Edit 3: So I tried out some animations straight from Bleach vs Crusade on Nel. Her hair doesn't interpolate very well :/ either that, or it interpolated so well that it messed up the animation. So there might be something I'm missing here.
    « Last Edit: June 20, 2011, 10:10:03 PM by BlackJax96 » Logged

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    « Reply #1527 on: June 20, 2011, 10:21:32 PM »


    ah, [censored]ing sweet ^^  I spent hours during the winter looking for that, where was it?
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    BlackJax96
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    « Reply #1528 on: June 20, 2011, 10:32:13 PM »


    ah, SAKURAI!!!!!!!!ing sweet ^^  I spent hours during the winter looking for that, where was it?

    I just searched the whole solution for "interpolate" XD
    I found it in KeyframeCollection.cs in BrawlLib.Wii.Animations.KeyframeEntry.
    Right now I'm trying out the "Cubic Hermite spline" to interpolate the values O.o
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    DSX8
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    « Reply #1529 on: June 21, 2011, 05:18:15 AM »


    ..... must.... get.... kinect  *goes all zombie eye'd*  Shocked
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