|
|
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
Post a reply to this message
|
|