Common practices for character animation on iPhone?

I have been developing on the iPhone for a long time, but I am new to game development. In my new project, which is a cross between an application and a small “game”, I have to show a dancer animation based on user interaction. There are about 5 predefined dance sequences created by the artist with Maya or any 3D modeling program.

I'm thinking of:

  • Export dance sequences to 2D and use UIImageView, Core Animation, or some 2D game engines like cocos2d to display them on screen. However, since the dance sequences may be long (about 10 s each => 150 + frames), I am afraid that this will require too many frame images and eat up too much memory.

  • Using 3D: I hope it will be easier, right? Because we only need to import the skeleton and, possibly, the key points of the animation, and the animation will be executed by code ?. However, I only have basic knowledge in 3D (very simple openGL, etc.). I am ready to learn more, but what are the common practices here? For example, in what format should I export the animation? As for memory, is it really me really strong compared to the 2D approach?

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2 answers

If your animation is static, you can display it in a movie file from your fashion designer.

If you want to do this in 3D, you should probably try to do it with an engine like ogre, as in the other answer. OpenGL itself does not support 3D file formats.

What I once did to get 3D data from Blender to one of my ios projects without any additional engines / libraries was to export my scene to a Collada file (this is XML) and build XSLT- a conversion that converts Collada to standard OS X plist (also XML). You can use Saxon to convert XML.

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Ogre3D, iPhone, .

http://www.ogre3d.org/

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