POV-Ray : Newsgroups : povray.general : Boned mesh file formats? : Re: Boned mesh file formats? Server Time
3 Aug 2024 00:23:56 EDT (-0400)
  Re: Boned mesh file formats?  
From: Rune
Date: 29 Aug 2004 17:38:03
Message: <41324cbb$1@news.povray.org>
gregjohn wrote:
> "Rune" <run### [at] runevisioncom> wrote:
>>
>> Extruding a mesh along a spline which happens to go through some
>> points in a skeleton is not the same as deforming a mesh directly
>> according to the bones in a skeleton.
>>
>> Your technique no doubt worked for your specific alien characters
>> (that look like they're made of sphere_sweeps) but are you claiming
>> it can be used as a general method to animate mesh characters such
>> as your MIME Man or my AL the Alien character (provided they were
>> meshes to begin with)?
>
> Good question. First of all, rather than "boning", I would use the
> term if we're talkig povray of "transforms".

It's basically the same thing. You need one or two transforms to specify the
alignment of a bone.

> If you don't care exactly how smoothly Al's arms connect to
> his torso, if you'd settle for mere overlapping objects, then
> the answer is a flat "yes".

But I do. That's kind of the whole point with the technique.

> 2). Animation of "a pair of pants" or a "sweater"-- say two
> independently moving legs which smoothly join to a "hip & but" or two
> independently moving arms smoothly joining to a "torso".

> I think it's just a slightly bigger coding headache and
> this discussion is almost about made me want to try it.

If you mean it'd be a new coding headache every time you have a new model or
skeleton, then you're missing the point. Deforming a skeleton according to
bones is a general technique that, once coded, don't require any additional
coding no matter how different the models and skeletons are. If on the other
hand you think you *do* have a general-purpose solution, then I wish you
good luck coding it.

> 3). Animation of a moving jaw within a mouth with an opening.  This I
> think is doable, too.

Again, this should be possible using the same code as for the pants and
sweater.

Rune
-- 
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