POV-Ray : Newsgroups : povray.unofficial.patches : Mesh2 Boning suggestion : Re: Mesh2 Boning suggestion Server Time
6 Oct 2024 11:14:35 EDT (-0400)
  Re: Mesh2 Boning suggestion  
From: Rune
Date: 1 Oct 2001 13:00:38
Message: <3bb8a136@news.povray.org>
"Christoph Hormann" wrote:
> Rune wrote:
> > Besides, it doesn't work for smooth meshes.
>
> No problem with some extra calculations.

Deforming the normals too involves knowing the positions of the accompanying
vertices, after which for each normal at least 4 samples must be taken to
estimate the normal, and then various vcross operations are performed to get
the final result.

While it is possible if the number of normals specified is equal to the
number of vertices, it sure is not a simple operation, and it's extremely
computationally expensive for large meshes. I estimate a deformation of a
smooth mesh would take about six times as long as a deformation of a
non-smooth mesh.

> There are many cases BTW, where a field based deformation
> is much more convenient than something based on transforms.

Sure, but not for character animation which is the primary goal here.

> What's so different about blobs (the blob component
> coordinates can be compared to the mesh vertices)

The surface of a mesh is entirely dependent on the vertices. The surface of
a blob is dependent on many other things than just the center coordinates.
This is also why you can't UV-map a blob.

Rune
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