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Re: More animation problems

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: More animation problems
From: Frank Condello <developer at chaoticbox dot com>
Date: Fri, 12 Aug 2005 00:02:31 -0400
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <A618E047-8F5D-426B-BA4D-8BCEDDB38F19 at miensoftware dot com>
On 11-Aug-05, at 5:47 PM, Lo Saeteurn wrote:

Animations play perfectly and share much of the data. The problem now is with the lighting. If the animated object is rotated, the lighting does not change on the object. I suspect the normals have something to do with it. If so, how do I extract the normal list from a trimesh object and interpolate between the two frames?

Normals are stored in the vertex attributes of the trimesh data (same place you find the texture uvs). I can't recall the exact details involved with getting at them but it might help to check out the Trimesh3D.GetVertexNormals method in the Quesa Wrappers.

Interpolating normals should be the same as interpolating vertex positions - just average them with the appropriate weight factors, and the result will still be normalized (or at least close enough).

Frank.
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