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Author Topic: SkinMesh As Sprites Shader Script  (Read 2766 times)

« on: January 11, 2010, 01:28:48 AM »
can be deleted.
« Last Edit: August 11, 2010, 11:50:02 PM by genetransfer »
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #1 on: January 11, 2010, 02:33:09 PM »
This is really cool! So, say I wanted a spinning coin somewhere on the screen, Would I need to make an animation, or is there a way to allow spin vectors?
« Reply #2 on: January 11, 2010, 03:43:40 PM »
This works, thanks :)
I will definitely use this.
« Reply #3 on: January 11, 2010, 05:27:22 PM »
thanks Shadmar, yeah the previous prototypes didn't allow for correct positioning and scale but thank god I got the formula right this time :)

@Rush3Fan, at the moment rotation of the skinmesh-sprite isn't possible.Nor are animated skinmesh's supported. Not impossible but I haven't looked at that deeply yet. but the main purpose of this was to bee able to have sprites that don't stretch and through the functionality of shaders allow some really cool sprite effects. also another reason this was developed was because if I wanted to have a radar-map on screen (like say gta) useing a skinmesh would allow for uv manipulation to scroll and pan the texture as you move through the level. so at the moment that is the limitations but will be working on other shaders for this aswell and will share them as they come available  :). Edit: and to answer your question you could do animation via texture animation like the play movie on skinmesh shader project I put up, if you can't figure out how to combine the too shaders I'll put up another version here for use as a sprite when I get some free time.
« Last Edit: January 11, 2010, 05:33:27 PM by genetransfer »
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #4 on: January 11, 2010, 06:43:05 PM »
here is a video of the play movie on skinmesh-sprite shader. will release it this afternoon sometime. it uses the ghost rendermode in the skinmesh properties to make the dark transparent.

you can view it here.
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #5 on: January 11, 2010, 10:34:23 PM »
Sweet! Well, there are alot of workarounds I could try, but mainly I am trying to avoid using lots of texture memory from using animations and such.

Here is one of my failed attempts anyway. It seems to have potential, but I'm not sure whats lagging in this example. Could you take a look? It should work with rad 6.42 and the defult objects.
« Last Edit: January 11, 2010, 10:43:32 PM by Rush3Fan »
« Reply #6 on: January 11, 2010, 11:51:13 PM »
no that wont be possible at the moment useing the shader. unless someone comes up with a new algorithm to rotate the sprite it won't be possible. texture animation is all that will be possible at the moment.

not sure whats causeing the lag. something to do with the update order of the child location and orientation I would suspect. but too much stuff there to hunt it down unfortunatley.

oh and thank you for this as your demo helped find a bug. well not so much a bug but I will have to re-release it as I forgot to add a float to set the coords of the sprite by the Camera FOV. as the fov effects the sprite placement dur :P.

will fix this now...

ok all fixed for FOV (55,60,65,70,75,80) see above for details.
« Last Edit: January 12, 2010, 02:01:02 AM by genetransfer »
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #7 on: January 13, 2010, 08:29:32 PM »
haven't released the movie plaver yet I'm doing a project with a few different shaders for the skinmesh sprite to be controlled by, the player stamina uses masking and uv manipulation to reduce and increase it's stamina and the bullet time sprite uses strech scale to lengthen and shorten it's visual. and I just discovered a cool one. you can see a video here, it does refraction on a skinmesh sprite playing a normal map movie. could be cool for some heat way effects etc.... while waiting for post process.

youtube video here.

and a pic...
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #8 on: January 14, 2010, 03:54:34 AM »
You SkinMesh-based sprites are powerful  :o
« Reply #9 on: January 14, 2010, 03:58:57 AM »
That is awesome Gene :)
« Reply #10 on: January 14, 2010, 06:49:36 AM »
one of those refraction things above a flaming barrel would look awesome!
« Reply #11 on: January 14, 2010, 07:47:09 AM »
I saw that too bootnut, all it needs is a soft blend and it would be perfect...


these guys are doing some great things with the shaders
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