Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Skinning Date: Thu, 09 Jul 1998 15:34:57 +0100 Organization: Sony Computer Entertainment Europe Lines: 26 Message-ID: <35A4D511.160A9F0D@scee.sony.co.uk> References: <6o0qvi$7mk11@scea> <35A487C3.7124784B@scee.sony.co.uk> <35A4A6B9.E15BE9B0@hinge.mistral.co.uk> <35A4BC16.2781FF33@scee.sony.co.uk> <35A4BFDB.8072FB4E@hinge.mistral.co.uk> NNTP-Posting-Host: camfw01.millennium.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; I) Craig Graham wrote: > > 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. Just realised that the Yaroze libs don't handle POLY_[T]<3|4> structures, which kind of stuffs things up a bit. Yes, you're completely right, you'd have to hack at the vertex lists inside a TMD to get it to work. Still, if your RSDAnim does all this automatically, then brilliant! :O) Cheers, James -- == James_Russell@scee.sony.co.uk +44 (171) 447-1626 == Developer Support Engineer - Sony Computer Entertainment Europe Why do they put Braille dots on the keypad of the drive-up ATM?