Game Development Idestem/gamedev/panda.pdf · maya2egg2012 -cs y-up -a model -cn bob -o...
Transcript of Game Development Idestem/gamedev/panda.pdf · maya2egg2012 -cs y-up -a model -cn bob -o...
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Game Development IPanda 3D, Project 3
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Tips• Clean hierarchy, cleared history
• use pview to test model with all animations before handing off to programmers. Inverted normals are very common (pview bob-model.egg bob-anim.egg)
• Break up large geometry into separate nodes – there are lighting restrictions
• Any part of a model that’s going to be treated differently than another (e.g. a semi-transparent component) should have its own node
• Use the “Flagging Objects from Maya” script for collisions
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maya2egg2012 -cs y-up -a model -cn bob -o bobmodel.egg bobmodel.mb
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maya2egg2012 -cs y-up -a model -cn bob -o bobmodel.egg bobmodel.mb
input file
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maya2egg2012 -cs y-up -a model -cn bob -o bobmodel.egg bobmodel.mb
coordinatesystem
input file
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maya2egg2012 -cs y-up -a model -cn bob -o bobmodel.egg bobmodel.mb
coordinatesystem
Panda uses Z-up, so this prevents themodel from importing sideways
input file
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maya2egg2012 -cs y-up -a model -cn bob -o bobmodel.egg bobmodel.mb
coordinatesystem
animationmode
Panda uses Z-up, so this prevents themodel from importing sideways
input file
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maya2egg2012 -cs y-up -a model -cn bob -o bobmodel.egg bobmodel.mb
coordinatesystem
animationmode
Panda uses Z-up, so this prevents themodel from importing sideways
model = mesh + rigchan = animation channel
input file
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maya2egg2012 -cs y-up -a model -cn bob -o bobmodel.egg bobmodel.mb
coordinatesystem
animationmode
charactername
Panda uses Z-up, so this prevents themodel from importing sideways
model = mesh + rigchan = animation channel
input file
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maya2egg2012 -cs y-up -a model -cn bob -o bobmodel.egg bobmodel.mb
coordinatesystem
animationmode
charactername
Panda uses Z-up, so this prevents themodel from importing sideways
tells Panda which animations are associated with a particular mesh
model = mesh + rigchan = animation channel
input file
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maya2egg2012 -cs y-up -a model -cn bob -o bobmodel.egg bobmodel.mb
coordinatesystem
animationmode
charactername
outputfile
Panda uses Z-up, so this prevents themodel from importing sideways
tells Panda which animations are associated with a particular mesh
model = mesh + rigchan = animation channel
input file
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maya2egg2012 -cs y-up -a model -cn bob -o bobmodel.egg bobmodel.mb
coordinatesystem
animationmode
charactername
outputfile
Panda uses Z-up, so this prevents themodel from importing sideways
tells Panda which animations are associated with a particular mesh
model = mesh + rigchan = animation channel
output file name, called from code
input file
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Special Map Hypershade Inputs
all maps must be applied to a phong shader
texture → color
normal → normalCamera
opacity (white = opaque) → reverser → transparency
gloss → specularColor
glow → incandescence (need to run setBloom() on a Filters object)
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Scene Graph
• LightNodes, GeomNodes, ModelNodes, are all subclasses of PandaNode
• Usually, you just need to know about the nodes
• With lights and collision solids, you also need the corresponding NodePath, which is a handle (not a pointer!) to the node. It’s a little obnoxious. Sorry
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All Rise
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Team 1David EstrellaTate LarsenPhelan LemieuxRandy SabellaBen Shippee
Team 2Michael GruarSean KimIvy KwanAlan LummisVarun Madiath
Team 3Tom AlexanderDan HawkinsBrett KaplanAndrew KeohaneRosa Tung
Team 4Kenny DuBrian RanaDavid StrohlBeth WerbanethGreg White
Team 5Eric CollinsMaria MontenegroColin NevillePeter SkinnerJared Zondler
Team 6Jonathan BrennerAlex DevikKyle JohnsenAllie JohnstonJossued Rivera-Nazario
Team 7Adam LeClairAngela MacTyler MoylanAnisha SmithCasper Tollund
Team 8Daniel CannonRyan KnightThomas LancianiBeth TownsNathan West
Team 9Ryan AndersonThomas AnestaJoseph CloutierMarshall HendrickEvan Minto
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Assignment #3
• Vehicle combat
• working headlights
• collide-able terrain (see Roaming Ralph)
• No humanoid characters!
• Due 11/9