Path: chuka.playstation.co.uk!news From: Craig Graham Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: polyMorphing? Date: Mon, 21 Dec 1998 12:11:13 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 30 Message-ID: <367E3AE1.5E54DBF@hinge.mistral.co.uk> References: <366edfaf.411234@news.playstation.co.uk> <7554ff$9ae4@scea> <367d37d8.849483@news.playstation.co.uk> NNTP-Posting-Host: d1-s46-78-telehouse.mistral.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (Win95; I) X-Accept-Language: en Yannick Suter wrote: > hello nathan! > > >file. While the TOD file is not directly supported on the Yaroze, the mime > >data is supported with the gteMIMEFunc() (or something like that). > > yeah.. I checked out this MIMe-funktion and it does exactly what I did > with my own interpol-funktion. BUT much faster =) .. > > >world. So movement is broken down into two different areas, internal and > >external. > > I didn't realy understand what you mean with internal and external.. > gteMIMefunc() is just a normal interpolation-funktion.. =) but > anyway.. thnx for that hint! He means you can do the interpolation style animation by manipulating the vertex coords internal to the model (using gteMIMefunnc()), or you can build a coordinate hierachy with a TMD for each bit of the overall model and animate them externally using the GS_COORDINATE2 type stuff. Or you can mix the two (internal for the character animation, external for the world space positioning and orientation). > Yan Craig.