Character Animation

A post on this subject appeared in the UK TrainSim forum last year. In it, Derek mentioned he was working on a character animation DevDoc. However, to my knowledge the DevDoc was never completed or published (my apologies if that is not the case and such a document is in fact available). Though the subject of DevDocs has resurfaced recently, we're all nevertheless well aware that the RSDL crew are constantly deluged with requests for help and information. Still, I'm hoping someone can find the time to shed some light on this subject. I'll try to keep things simple.
I would like to add some crew characters to a series of locomotives I'm working on. I must admit up front that I haven't even started to make these characters (actually I'll convert existing ones), so I have no idea whether adding them to the sim is a simple matter or not. I'm asking for guidance now because I'd rather not spend a lot of time making a crew only to find out that skinned character animation is not something that is presently supported by the developer toolset.
What I'd very much appreciate having is the set of rules we have to abide by--anything we need to know, and to avoid, to insert animated characters into a locomotive cab.
A full tutorial on the subject of character animation would be useful someday, but that would be a complex and time consuming undertaking. For the time being I think it's safe to assume that those of us in this group who care to tackle character animation in RS will either already have experience with it, or are willing to learn the fundamentals on their own. I imagine that a formal DevDoc, even with its scope restricted to information on character animation as it specifically pertains to Rail Simulator, would also take considerable effort to produce.
So for now I'm only asking for the basics. I figure we can muddle our way through the details. At least I hope so! Here are some questions that come to mind:
1. What are the naming conventions for the character bones and skin?
2. What parent-child hierarchy, if any, is required for the bones and skin?
3. Is there a limit to the number of bones? (I think I saw a number somewhere.) By limit I mean both total number of bones and total allowable levels within the hierarchy.
4. Should a character be a child object of the locomotive, or just another node in the list?
5. Or are driver characters a special, separate object like couplers? If so, how is the XYZ position of the character specified?
6. We often use animation tools such as IK solvers and helper objects as animation aids. Do we need to bake the animations and delete things like that before export or will the exporter ignore them?
7. Please confirm that animated characters can be used as standalone scenery assets. In other words, not part of a locomotive but, for example, standing at trackside.
8. Evidently there are rules governing the use of the SkinDiffuse shader. I notes this statement in the Shaders DevDoc: "There are guidelines which must be followed when creating characters to ensure the character skeleton matches the expected skeleton within the shader." Please provide those guidelines.
9. Is there any limit on the number of animation frames? I assume that character movements are keyed to the standard 30 fps.
10. Anything else we need to know?
Personally I'm not interested in platform characters (the ones that materialize, walk for a while, then stand and wait), but someone else here might be. A few words about how they are created would also be helpful.
In lieu of the above, please if possible make available the max file for a sample, textured character. We can probably figure out what to do from that.
Thanks in advance.
I would like to add some crew characters to a series of locomotives I'm working on. I must admit up front that I haven't even started to make these characters (actually I'll convert existing ones), so I have no idea whether adding them to the sim is a simple matter or not. I'm asking for guidance now because I'd rather not spend a lot of time making a crew only to find out that skinned character animation is not something that is presently supported by the developer toolset.
What I'd very much appreciate having is the set of rules we have to abide by--anything we need to know, and to avoid, to insert animated characters into a locomotive cab.
A full tutorial on the subject of character animation would be useful someday, but that would be a complex and time consuming undertaking. For the time being I think it's safe to assume that those of us in this group who care to tackle character animation in RS will either already have experience with it, or are willing to learn the fundamentals on their own. I imagine that a formal DevDoc, even with its scope restricted to information on character animation as it specifically pertains to Rail Simulator, would also take considerable effort to produce.
So for now I'm only asking for the basics. I figure we can muddle our way through the details. At least I hope so! Here are some questions that come to mind:
1. What are the naming conventions for the character bones and skin?
2. What parent-child hierarchy, if any, is required for the bones and skin?
3. Is there a limit to the number of bones? (I think I saw a number somewhere.) By limit I mean both total number of bones and total allowable levels within the hierarchy.
4. Should a character be a child object of the locomotive, or just another node in the list?
5. Or are driver characters a special, separate object like couplers? If so, how is the XYZ position of the character specified?
6. We often use animation tools such as IK solvers and helper objects as animation aids. Do we need to bake the animations and delete things like that before export or will the exporter ignore them?
7. Please confirm that animated characters can be used as standalone scenery assets. In other words, not part of a locomotive but, for example, standing at trackside.
8. Evidently there are rules governing the use of the SkinDiffuse shader. I notes this statement in the Shaders DevDoc: "There are guidelines which must be followed when creating characters to ensure the character skeleton matches the expected skeleton within the shader." Please provide those guidelines.
9. Is there any limit on the number of animation frames? I assume that character movements are keyed to the standard 30 fps.
10. Anything else we need to know?
Personally I'm not interested in platform characters (the ones that materialize, walk for a while, then stand and wait), but someone else here might be. A few words about how they are created would also be helpful.
In lieu of the above, please if possible make available the max file for a sample, textured character. We can probably figure out what to do from that.
Thanks in advance.