Jeffrey M. Barber

Tombstone

ZCharacterExhibitor

Aug 2001 โ€“ Apr 2002 ยท age 19โ€“20

What it was

A skeleton animation editor built in MFC and OpenGL for Jeff's Zenerd engine work. The window split into four panes: a list of named animation sequences, a wireframe 3D view with an orbit camera, a grid with one row per bone and eighteen columns of actions (rotate, translate and scale about the world axes and about three axes each bone carried for itself), and a timeline. Checking a cell in the grid created a span on the timeline, and you dragged weighted time slices into it. Pressing Play compiled those slices into per-bone manipulations that a 10 ms timer interpolated while the view drew the posed skeleton as lines and points. Skeletons lived in a small text format that kept its comments on a round trip. Skinning was never wired in, and only three of the eighteen actions actually moved anything.

Wins, for the age

What it taught

Genealogy

Ancestors: Zenerd: the engine libraries and editor views this tool was built to serve. Descendants: Cauldron v2 Butcher Block: the asset editor with skeleton preview, rebuilt in C#. Zsl: the standard library this editor's last project already linked against.

Epitaph

Here lies ZCharacterExhibitor, which could schedule eighteen things per bone and perform three, and still taught its maker where the editor ends and the player begins.