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"Christoph Hormann" wrote:
> Just like to point out that deforming meshes
> (meaning translating the vertices in a certain
> defined way) is really not much problem in current
> pov/megapov. Just define a vector field in a user
> defined function or pigment and use it to translate
> the vertices. It will work like displace warps for
> patterns.
While that kind of mesh deformation can be use for very simple deformations,
it definitely can't be used for things like character animation. I'd like to
see you define a pigment or function that deforms a character mesh so that
the right arm bends in this way, the left arm in this, the legs in that way,
and the head looks to the right!
Besides, it doesn't work for smooth meshes.
> just imagine blobs could be nicely 'boned' too
No they couldn't. But bezier pathes could perhaps.
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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