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
--
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