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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: Chris Dillman <chrisd at plaidworld dot com>
Date: Mon, 16 May 2005 13:12:52 -0500
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]> <72E92A7D-2EDE-48DC-B35C-61AFA18D56DF at chaoticbox dot com> <p0620070ebeae87b1ab28 at [192 dot 168 dot 0 dot 101]> <D5B98014-5EF1-4588-9D86-2D09390B725F at chaoticbox dot com>
On 16-May-05, at 1:24 PM, Chris Dillman wrote:

On 16-May-05, at 11:43 AM, Joseph J. Strout wrote:

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. Very hard to pull that stuff off with skeletal animation.

That's a good example of what I meant by "depends on how well they import". This kind of stuff is actually well suited for bones/hooks in most 3D animation apps, but many games don't support bone scaling

scaling I have done.

weighting is currently beyond my skills.

Perhaps you mis-interpreted the meaning of "weighting"... I'm not referring to any sort of soft-body dynamic, it's just the term used in some animation apps when you adjust a bone's influence on any given vertex.

Example: You got bone A, attached to vertices V1, V2 and V3. The weight value of V1 and V2 is 100%, and the weight of V3 is 50%. Now say you move bone A 100 units (any direction) vertex V1 and vertex V2 will shift the full 100 units, while V3 only shifts half that.

Ah ok THAT is what that means.
I can implement that no problem.

Its things like inverse kinematics that frighten me :)

That's a trivial example, but weighting allows you to stretch and bend meshes more naturally than would be possible with bones whose transformations affect their vertices at a constant 1:1 ratio.

Yeah I read articles it being used that way

--
Email: chrisd at plaidworld dot com
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