Yeah, I had a horrible feeling it would be one or the other. I've set
up this whole thing to be able to do both, and now it's seems I'm
stuck between a rock and a hard place. Should have done more simple
tests to begin with - oh well.

So, what kind of updates would be needed to combine this
functionality. Would be willing to pay for this addition (if it is
feasible). If anyone's interested please message me off list (you too
Katopz if you've got time).

I'm pretty sure this should be possible without too much more
complexity because 3d modellers do it with combining a morpher under a
skin modifier, and as far as I know there is no added complexity
because you're still affecting the same verts with the same bones,
they just start at different positions. I'm not even talking about a
dynamic morpher that changing while an animations is playing (I guess
an update per frame) but one that changes the original model vert
positions.

Anyway, thanks for the reply.


On Apr 8, 12:53 am, katopz <[email protected]> wrote:
> Hey tarwin
>
> this fun is start from Collada parser
>
> @see buildAnimations via Collada.as
>
> animationLibrary : animationData
>            |
>            |
>            |              channel : transform type (translate, rotate, ...)
> bonesAnimator  /
>            |            \
>            |              skinControllers : skinVertices, joint
>            |
>        bone : joint : transformMatrix3D
>
> and then in render loop we just
>
> 1. update bonesAnimator by current timer
> 2. update each channel
> 3. update each skinControllers
> 4. update each skinVertices
>
> Morph animation for collada didn't exist yet btw
> and not sure what are you trying to do exactly?
> seem like you try to Morph vertices after doing bone animation?
>
> I think you have to choose one :)
>
> hth
>
> On 7 April 2010 19:52, tarwin <[email protected]> wrote:
>
>
>
>
>
> > Hi all.
>
> > Has anyone tried using the Morpher in connection with Collada? I'm not
> > sure if it would actually work (it will probably give onerous results)
> > but I'm trying to find out how I can change the base Mesh that is used
> > by the BonesAnimator to do the animation. I'm a little bit hazy on
> > exactly how it is all connected - BonesAnimator, Channel,
> > SkinController, SkinVertex and the Mesh itself - and any insight into
> > that would be a great help.
>
> > Thanks great Internet hive mind!
>
> > --
> > To unsubscribe, reply using "remove me" as the subject.
>
> --
> Regards
> -----------------------------------------------------------
> katopz,http://sleepydesign.com
> Away3D and JigLibFlash Developer Team

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