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Tearing in trimesh morphs

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Tearing in trimesh morphs
From: Jeff Quan <jquan at mindspring dot com>
Date: Thu, 9 Feb 2006 12:23:46 -0800
Delivered-to: realbasic-games at lists dot realsoftware dot com
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Hi all,
I've been playing around with morphing Trimeshes for animation and have come across visual tearing, as if the normals were flipping back and forth.

The morph code is simple:
1. The vector difference is calculated between target poses,
2. multiplied by a percentage, and
3. added to the current trimesh in the RB3Dspace (this is done for both vertices and their normals).

The target poses were generated in Meshwork from the exact same file, so I hope that there isn't a problem with vertices being saved at different locations in a Trimesh's vertex list or having different triangle lists.

The only way I can get it to work correctly is to set RenderBackFaces=True, which seems more work than necessary. It appears to me as if the triangle normals aren't updating. Is there a way to do this?

==
Jeff Quan
jquan at mindspring dot com
http://www.geocities.com/jeffqportfolio/

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