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).
So it is the normals that are causing this lighting issue? If so, it
shouldn't be too difficult to find.
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.
Now I'm guessing there's no way to share just the VertextNormals. It
looks like it is mixed between the UV and the other vertex
information. If this is the case, there may be performance issues
going though them all?
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).
That's good to know.
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