Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Nick Porcino Newsgroups: scea.yaroze.programming.3d_graphics Subject: bones Date: Tue, 02 Sep 1997 22:50:16 -0800 Organization: SCEA News Server Lines: 24 Message-ID: <340D08A6.5CB4@bc.sympatico.ca> NNTP-Posting-Host: vcta01m03-130.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) Hi, (referring back to my posts last week in scea.yaroze.programming.3d_graphics) has no one got any ideas how I can get my single skin mesh models to work using GsLib? I'm looking into MIM (or is it MIME?) like in the Dino demo, but since there's only one function documented and nothing else that I can find, I'm not too hopeful that it's the solution I'm after either. To briefly restate my questions - 1. I want to have single mesh character models deformed by bones, and hope to leverage the PlayStation's hardware to do so in order that I don't have to transform the vertices associated with bones without the aid of the hardware multiplier. 2. When creating poly's on the fly, is it important that normals be of unit length, because if not I'll save a lot time by skipping the normalization step. 3. If I have to normalize the normals, can anyone think of a way to extend my wacky theta=atan2(x,y), normx = sin(theta), normy = cos(theta) idea to 3D? Or is there a really fast way to normalize that avoids floating point and I haven't been able to think of yet? - nick