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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.
You might want to try h-splines, possibly combined with Catmull-Clark
surfaces. Check the Dragon Wing,
http://www.cs.ubc.ca/nest/imager/contributions/forsey/dragon/top.html.
In particular check the page there on multiresolution surface
approximation http://www.cs.ubc.ca/spider/forsey/Approx/App_1.html.
Also check out the paper by Hoppe, DeRose, et. al. in Tony DeRose's
recent papers at http://www.cs.washington.edu/homes/derose/papers.html.
Finally, check out the Online Geometric Modelling Notes at
http://graphics.cs.ucdavis.edu/CAGDNotes/CAGD-Notes.html for a lot of
useful algorithms and general info. In particular read the page on
Catmull-Clark surfaces at
http://graphics.cs.ucdavis.edu/CAGDNotes/Catmull-Clark/Catmull-Clark.html.
Have fun.
Jerry Anning
cle### [at] dholcom
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