At 10:31 AM -0500 5/16/05, Chris Dillman wrote:
Yes, there are good reasons for using morph animation in addition
to (or in some cases, instead of) skeletal animation. Morph
animation provides a lot more flexibility -- check out the game
"Cel Damage" for a good example of animation that simply couldn't
be done with bones.
Looking it up now.
The car battle game correct?
Has some kind of deformable meshes?
Right, it's supposed to be cartoon-style animation, so...
Just checking screen shots I see vehicles deforming bending left and right.
I see objects flattening and growing is size.
Yes, those sorts of things.
Ok I will add it.
Easy enough to do.
Very hard to pull that stuff off with skeletal animation. Frank's
cape example was another good one (or for that matter, hair and
loose clothing that ripples in the breeze).
Now here is a question about bones.
I have a bone system in place.
But what I want to know... and I have not looked around enough yet is.
Is it normal for a bone to be linked to a set of vertexes
or is it usually the case that a bone has like and area of effect and
just moves all the vertexes in it.
--
Email: chrisd at plaidworld dot com
iChat / AIM: crackbunny at mac dot com
Buy Art : http://www.starbounce.com
Play Games: Plaid World Studios http://www.plaidworld.com
Day job: Software Engineer for http://www.riskwise.com, Part of LexisNexis
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