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Re: Tearing in trimesh morphs

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Tearing in trimesh morphs
From: Lo Saeteurn <realbasic at miensoftware dot com>
Date: Thu, 9 Feb 2006 14:52:51 -0800
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <AD2720A3-FE2D-43AB-A346-B11C9EAF0B19 at mindspring dot com> <a0620073bc0115bf6e836 at [10 dot 0 dot 1 dot 13]> <CB9FFBC4-8741-461E-B76C-D8BE4980D5E8 at chaoticbox dot com>
You can't interpolate the normals that way; at a minimum, you'd need to normalize the normals, but I'm not sure that they would be right even then. Try that first, and if it's still not working, then you may need to recalculate the normals from first principles (e.g., by averaging the normals of all triangles it's involved in, and then normalizing) on each frame.

If there's some more efficient trick I've forgotten, I bet that Frank or somebody else will chime in.

I was under the impression you could get away with using a weighted average of the normals and not even bother normalizing the result - there may be minor errors but they should be "normalized enough" (I admit I haven't done this in a while though).

That's what I do and it works fine.
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