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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