Path: chuka.playstation.co.uk!news From: "Rad" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: polyMorphing? Date: Wed, 9 Dec 1998 21:46:04 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 33 Message-ID: <74mr13$8bc12@chuka.playstation.co.uk> References: <366edfaf.411234@news.playstation.co.uk> NNTP-Posting-Host: vil-66.village.gre.ac.uk X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 I think that its a combination of 1 & 2 where you have a model thats translated and rotated but also animated. So for example you have Lara Croft walking by moving her in the right direction and at the same time cycling though the different animation models of her walking. At least thats how I think it's done! Rad. rad@cyberdude.com http://www.netyaroze-europe.com/~radpsx Yannick Suter wrote in message <366edfaf.411234@news.playstation.co.uk>... >hi ol! > >I was wondering how the characters in games like crashBandicoot or >tombraider are animated. (?) .. well, I think there are several >techs.. > >(1) single objects, which have to be rotated, transl.. etc >-> character looks quite ugly >(2) every animationStep is saved >-> needs a lot of mem >(3) meshMorphings >-> seems to me the best solution > >are there others? .. which is normaly used? > >a+ Yan >AsC - [code - pixel] - www.netlink.ch/nowadays >Yan - [NetYaroze - cOde] - www.cyratech.ch/dream-y