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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