Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: "Chris Furlough" Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Motion Set Data Date: 16 May 1997 16:23:45 GMT Organization: SCEA Net Yaroze News Lines: 32 Message-ID: <01bc6216$1898c940$be8fb5cc@furlough> References: <01bc5ee7$4364b120$be8fb5cc@furlough> NNTP-Posting-Host: potomac.medifax.com X-Newsreader: Microsoft Internet News 4.70.1155 Thanks for the response! I thought I wasn't getting through! Dino here I come! wayne a. lee wrote in article ... > 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 >