I've a MD2 model with each finger animated in separate framerange with
equal amount of frames ( finger1 1-5, finger2 6-10...) where first
frame in range is undeformed(straight) and last with max deform(bent)
and exported with custom labels for each frame rage (http://
www.animal.ee/global/images/temp/hand_maya.jpg ).
In AS3 basically each animation range will be added to blendshape
manager as separate animation layer. Value of each layer can be set
individually after what deformation of model will be recalculated buy
finding out first the real frames of animations inbetween that value
will fall (from 5 frames in this case) and then calculating
interpolation values between these frames found.
Pretty unclear explanation but something in that direction :)

On 10 nov, 19:34, KevinBurke <[email protected]> wrote:
> Cool!! Good job! How are you doing it in layman's terms?
>
> On Nov 10, 6:01 am, Meigo <[email protected]> wrote:
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> > Mixing MD2 animations in fashion of Maya 
> > blendshapes:http://www.animal.ee/post/putting-hands-on-away3d

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