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From: | Ben Woodhead |
Subject: | Re: [Nel] multipart meshes, deforming, adding |
Date: | Fri, 12 Mar 2004 14:10:09 -0400 |
Hello Andi,
If I am following what you are wanting to do then
the way it is usually done is skeletal animation.
The idea is much like a human, bones have a certain
effect on the skin. So instead of animating the mesh you create a skeleton for
the person and then put a skin (or mesh) on top of the skeleton.
After you have created a skeleton you then have to
assign weights (how much the joint effects this vertex) to the vertecies for
each joint ( you don't want a knee joint effecting the arms ). Now you can
animate the skeleton and change the skin as you feel the need.
This is quite useful for any human type of actions
such as walking. You can us mathmatics to define how an impact such as taking a
step would effect the bones and the skin automatically follows.
Later, Ben
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