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"Warp" wrote:
> Rune wrote:
> : I propose an addition to the mesh2 object that
> : will allow a mesh2 object to be "boned".
>
> I think this is the duty of the modeller, not the renderer.
A mesh object can easily be rather big. To have a separate mesh object for
every frame in the animation is completely nuts. Furthermore, if the
animation is handled in the mesh modeler, it becomes extremely difficult to
integrate it into POV-Ray. How can you make sure the mesh object interacts
correctly with its surroundings? Even the smallest tweaking means that you
have to do several steps of conversions before you can check the result in
POV-Ray.
Please support your opinion with more arguments.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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