Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Me" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: polyMorphing? Date: Tue, 15 Dec 1998 09:05:43 +0200 Organization: Here Lines: 32 Message-ID: <7554ff$9ae4@scea> References: <366edfaf.411234@news.playstation.co.uk> NNTP-Posting-Host: 134.235.149.237 X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Yannick Suter wrote in message >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? The cool thing about the Playstation is that it already has two ways to deal with 3d animation. One is mime data and the other is the TOD animation file. While the TOD file is not directly supported on the Yaroze, the mime data is supported with the gteMIMEFunc() (or something like that). It basically modifies the vertex data of a TMD (to make the model appear to move internally, like walking or jumping or firing a gun) Then you use translation and rotation on the entire model to make it move within the world. So movement is broken down into two different areas, internal and external. Hope that helps, Nathan