POV-Ray : Newsgroups : povray.general : Mesh deformation in "bones animation" : Re: Mesh deformation in "bones animation" Server Time
13 Aug 2024 05:48:35 EDT (-0400)
  Re: Mesh deformation in "bones animation"  
From: Andrew Hedges
Date: 19 Oct 1998 13:54:25
Message: <362B6EBF.1E2E9832@nospam.open.ac.uk>
You could try looking at the soure code at
http://www.darwin3d.com/gamedev.htm#gdm0598 for inspiration.

This looks like it does what you want (I haven't examined the code, only
compiled it to see if it works).

Andrew

Tim Glover wrote:
> 
> I'm hoping to create my own simple character animation system and need
> some guidance in joint deformation.  I'm looking for some
> algorithms/conceptual explanations for deforming meshes around "joints"
> in a bones animation style system.  A web search gives only leads to
> sales of professional packages (and "Warez houses").  Anybody got some
> leads on the following:
> 
> 1) how to scale deformation as distance from joint increases
> 2) how to treat interpenetration of meshes
> 3) how to add gridding on expanding side of joint to preserve shape
> 
> I'm a FORTRAN programmer with nearly 20 years experience throwing
> formulas around, so hairy math is no problem.  I'm also very "creative"
> at crafting bizarre data structures within its limited repetoire.  In
> short - not a newby, not afraid of heavy comp-sci stuff.  Just not
> familiar with bending, deformable meshes.
> 
> Any help greatly appreciated.
> 
> tgl### [at] nettallycom


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