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Re: Alternate 3D - BANG! 3D

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Alternate 3D - BANG! 3D
From: Frank Condello <developer at chaoticbox dot com>
Date: Mon, 16 May 2005 13:27:13 -0400
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <BEA9C0CF dot D365%larsjensen at rcn dot com> <CC6D199D-AEC8-49ED-8909-DF68A2EF7EE0 at freaksw dot com> <8707174b9c0abc65b4dbe25f383dc6e6 at pyramiddesign dot us> <p06200707beaa96f8ed13 at [192 dot 168 dot 0 dot 101]> <81C6DAE4-35F1-402C-8BC4-60EB512CA32E at chaoticbox dot com> <p0620070dbeabfb37293d at [192 dot 168 dot 0 dot 101]> <CA5D1396-1BCD-48E5-8F31-31D46285D690 at chaoticbox dot com> <p06200718beac25a21a6a at [192 dot 168 dot 0 dot 101]> <CF49ACC7-A52D-4BFD-A5FC-0F05A146D881 at chaoticbox dot com> <p06200702beac838a1cfc at [192 dot 168 dot 0 dot 101]> <a06200703beae56c8aad4 at [10 dot 10 dot 13 dot 4]> <p0620070cbeae6a9bd9fb at [192 dot 168 dot 0 dot 101]> <a0620070ebeae6fd489af at [10 dot 10 dot 13 dot 4]> <p0620070dbeae82c082c9 at [192 dot 168 dot 0 dot 101]>
On 16-May-05, at 1:08 PM, Chris Dillman wrote:

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.

That's the problem - it can be either or both. Bones in Cinema4D for example, can be entirely area-influenced based on a "base" frame, and/ or tied to specific vertices via vertex maps. Vertex maps can also be weighted however, so a bone's influence on any vertex is determined by the value in the associated weight map.

Personally I find area-influence bones to be somewhat sloppy, and there's probably little chance you'll be able to duplicate the exact falloff rates, so importing those types of bones will be hit and miss at best.

You'll probably want to put some restrictions on what's supported by your importers/exporters to keep things predictable. Supporting a vertex map for each bone is a given, and vertex weighting would be nice but introduces more RAM/CPU overhead.

Frank.
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