Disclaimer: I'm an artist not a software engineer. This information is
from memory, but may provide a direction to look for real answers.
I've heard gossip that there is/may be support for shape keys/morph
targets (I forget the exact term). This requires defining the changes
to the mesh in the modeling app, not in CS.
I believe animesh supports morph targets.
Please let me know what you learn as I'm am interested in this subject
as well.
-Ulf
On Aug 10, 2011, at 12:31 PM, Rory Vander Valk wrote:
Hello everyone,
I'm not far enough along for this to matter for at least several
months but...
Is there anything in the CS system to deal with manipulating the
shapes of meshes
or will I have to figure out how to send commands to a modelling
program to update the mesh then reload it with a new factory,
deleting the old one?
Sounds terribly inefficient because it seems like there would be a
lot of converter use.
I haven't played with the portals much yet but I guess maybe I could
make something like a portal on the ground connected to a crater or
tunnel.
I know few games deal with modifying the terrain and I guess things
like this are why.
I'm trying to avoid something using stacked blocks like Minecraft
and less rigid than the grid system I saw in a game call Wurm
Online, but I'd be happy to figure out how to make that kind of
system.
In a mildly related note I've been playing around with Blender for
modelling do I want to use blender2crystal entirely or would it be
beneficial to send the animated meshes through cal3D?
I admittedly haven't looked at cal3D or b2cs since I just found the
working leapingcat.org link and have been putting off the modelling.
Thank you for any response,
Rory Vander Valk
PS. Let me know if these sorts of messages should be sent elsewhere.
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