Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Nick Newsgroups: scea.yaroze.freetalk Subject: Re: 3D Animation Bones or Mime? Date: Fri, 20 Mar 1998 23:45:56 -0800 Organization: SCEA News Server Lines: 26 Message-ID: <35137032.35F0@bc.sympatico.ca> References: <6dmp3m$f3e3@scea> Reply-To: Nick_Porcino@studio.disney.com NNTP-Posting-Host: vcta01m01-23.bctel.ca Mime-Version: 1.0 Content-Type: text/plain; charset=iso-2022-jp Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01-C-SYMPA (Macintosh; I; PPC) To: Nathan Miller Has anyone helped you with your problem? I can tell you right up front that I don't think you'll get any satisfaction using MIME to animate a bones system. All mime gives you is a linear interpolation between frames, and I don't think that's what you want at all. I'd be willing to help you out if you provide more details about what you're working on. I've been advertising my work on a bones system for quite a while now, but no one seems to be interested, whine, whine, okay I'll knock off the self pity. I do have a file format decoder working, on the fly TMD construction, and hierarchical coordinate systems. I've got a bunch of solids flying around, and a few simple lighting effects. I'm implementing the hierarchical math and joint skinning right now and adaptive NURB mesh tesselation as soon as the skinning is ready. And yes, I'm doing it all using only the Yaroze's stripped down version of GsLib. Incidentally, the animation file format I'm working with is Martin Hash 3D, as it is specifically designed for character animation, and I believe was used to do the modelling for Duke Nukem. - nick