kuroyume0161 opened this issue on Feb 08, 2004 ยท 21 posts
kuroyume0161 posted Mon, 09 February 2004 at 4:02 PM
I can see by the plethora of responses that this is not so easy, now is it? The "Poser bones" have been figured out. It is just as simple as adding the polygons as parts and letting the bones form there to deform the entire mesh. BUT, only the first bone in the hierarchy works on the mesh. Subsequent bones, ala: 1 Base xyz ...2 Bend1 xyz ......3 Bend2 xyz etc. Bend2, have no effect on the mesh since the relationship is "grandparent" (just add "great" for each level below that). I tried just keeping them all at the same level in the hierarchy, but the results were not very useful. The bones are no longer interdependent (duh) and therefore deform the mesh incorrectly. Any ideas?
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