Path: chuka.playstation.co.uk!scea!wal From: wal@blarg.net (wayne a. lee) Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Motion Set Data Date: Thu, 15 May 1997 14:21:52 -0700 Organization: SCEA Net Yaroze News Lines: 21 Message-ID: References: <01bc5ee7$4364b120$be8fb5cc@furlough> NNTP-Posting-Host: wal2.mfactory.com Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit X-Newsreader: Yet Another NewsWatcher 2.4.0 In article <01bc5ee7$4364b120$be8fb5cc@furlough>, "Fred Flintstone" wrote: > I originally thought that you would just use it to make multiple frames of > animation for your character, and then basically use the flip-book style > animation on it. > > Recently, I've though about trying to interpolate the data into "limb > movements", and then writing a system that moves the characters limbs based > on this data. You might want to look at the Dino example. Although it's not well-commented, it appears to manipulate the TMD data directly, using interpolation to calculate new positions for the vertices, using the gteMIMefunc() call. Read over mime.c with the TMD file format in hand... it seems reasonably straightforward because all the vertex values are stored in an array in the TMD file, so it's easy to modify them all at once. -- wayne a. lee