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Animation help

Started by NoOsEnCe Mar 17, 2005 at 2:06 AM 0 replies 500+ views
Original Post
NoOsEnCe
NoOsEnCe
I know how to skeletal animation fine, i am having troubles because i am wondering how in some animations it looks like they actually stretch polygon faces. Because how i am doing it you "put" one polygon inside of the other sort of overlap them so that when they bend they dont have a clear space between them. How the do they accomplish this "stretching"?
Kalidor
Kalidor
Make it so that each vertex can be affected by more than one bone with different weights (adding up to 1.0). So let's say you have a vertex near a character's elbow. It could be affected 60% by the upper arm bone, and 40% by the forearm bone. So you multiply the vertex by each of the bone's weighted matrices (0.6*upperArmMatrix and 0.4*foreArmMatrix).

This is usually called 'vertex blending' or 'smooth skinning,' google for those and you should get much more detailed explanations.

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