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Posts tagged ‘Bungie’

Re: Scene Traversal…

February 21, 2011

Charles

A very simple way to unify all this is to make everything use the same basic tag structure, and semantically traverse through it using the ‘type’ property. This makes more sense in max as everything would need some sort of custom attribute tag. A simple example:

‘tag_arm’ would have three children referencing tags: ‘tag_upper’, ‘tag_lower’ and ‘tag_hand’ – it could have  a child ‘tag_ik’ and ‘tag_fk’ too,  which in turn would reference the ik/fk bones, controls etc..

Functions would get passed via the .children property, and probably by a cleaner function to get a child ‘type’ from a tag. Functions could in fact point to types of tags, held in the children property. For instance an fk/ik snap function held on the arm_tag could check if in its children existed a ‘tag_fk’ and ik type.

Just thoughts atm..

Understanding scene traversal..

February 21, 2011

Charles

I’ve been looking into Bungies approach to scene traversal, and thinking about how it would work for max. I look at it from time to time – but have recently taken a greater interest into as I’m solidifying a lot of my methods and need a way to traverse there hierarchies.

Essentially (from what i understand), they have metadata nodes which contain standard attributes: type, version etc, children which reference other metadata nodes attached and any additional custom attributes which reference nodes that are attached. Nodes are attached via a .metaParent attribute to allow recursion up to the ‘meta parent’

Im assuming both meta nodes, and nodes themselves use the ‘.metaParent’ attribute to recurse up until a ‘meta root’ is found, and if not how does a meta node find its parent?

In max, i think this would mean single or multiple attributes on the same or different objects could reference each other using the .metaParent’ and ‘type’ attribute.

Where a metaNode or Tag as i like to call it, contains custom attributes pointing to the nodes attached for a specific system such as ik, it essentially becomes a ‘Hub’ with the ability to inherit functions of the tags connected to it.

Would this make the ‘meta children’ attribute redundant though?

Ordered systems: Humanization

February 7, 2010

Charles

From looking at the GDC paper on Bungie’s modular meta-data approach I think i can simplify this down to something like:

system.Element

For example leg.upper.twist.1 so that ‘leg’ is the system and ‘upper’ as an element of that system. Systems themselves still have attributes, but also contain .elements. Elements in turn have .name, .node, .system (which refers back to the system there part of).

I think this may take on the form of a pseudo XML/HTM tag based approach:- list.element with attributes list.elements element.list, element.name etc..