Path: chuka.playstation.co.uk!news From: Craig Graham Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Skinning Date: Thu, 09 Jul 1998 14:04:28 +0100 Organization: Intelligent Research Lines: 49 Message-ID: <35A4BFDB.8072FB4E@hinge.mistral.co.uk> References: <6o0qvi$7mk11@scea> <35A487C3.7124784B@scee.sony.co.uk> <35A4A6B9.E15BE9B0@hinge.mistral.co.uk> <35A4BC16.2781FF33@scee.sony.co.uk> NNTP-Posting-Host: 194.131.235.3 Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit X-Mailer: Mozilla 4.03 [en] (Win95; I) James Russell wrote: > The way I do it is (which is just one of many possible ways to do it) is to have a separate model > for each limb, which you adjust as usual. When the GTE is set up to process that limb, you then > process a separate list of vertices which make up the part of the skin that applies to that limb. > After all limbs have been processed, you'll have a large list of transformed vertices, which all > apply to various points of the skin. Then you have to create and insert all the polygons into the OT > which form the skin, using the transformed vertices you've already created. I think folks will have a tough time getting that to work with the Yaroze James.....libps (gs) isn't really ideal for that. I suppose you could do it by doing GsSortObject4() for a single child object, then using the work matrix left in the GsCOORDINATE2 of the object to process the shared skin vertices attatched to that object, then do the same for any other connected objects. It's not going to be very fast though, as you'd have to do it within the display generation loop (instead of after it), so you won't be fully utilising the GPU's draw time (more time spent generating the OT). You'd also have to do some direct Vertex manipulation anyway, as you cann't sort a primitive into the OT yourself on a Yaroze, only a complete TMD format model. So you'd have to have a TMD for the links and fill in it's vertex section each time... Is is worth all the effort we ask? The Dino demo looked pretty good and only used linear Vertex MIMe to get it's effect.... >Let's just say I'm just glad there are people like Christer around. :O)>I saw his B*ll*cks post ;) > The dancing ogre wasn't mine, by the way, it was Thomas Daniel's. The ogre model was taken from one > of the example HMD plug-ins, and at a guess I'd say it was made by the Japanese. HMD would be great if the tools to generate it weren't so bloody expensive(£800 for a 3ds Max plugin to do the job - what are Sony's tools boys getting payed for , they should be producing these things not third partys). Wrong place for this discussion I suppose.... > Judging by some of > the things I see coming out of Japan, I think someone's putting far too much LSD in their tap water. You should go out there and look at the things that don'tget out of Japan - they're all on drugs for definite... > James Craig.