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I'm going with the bone hierarchy route.
Morph was very attractive, but too memory intensive. Think of a q2 model
with 200 or so keyframes. That's 200 instances of the model
geometry loaded into memory for only one "thing" If every animated
model looked the same, then it might be a good route. But that's not a
realistic situation.
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Title: Efficient Animations
- [JAVA3D] Efficient Animations Pierce, Gregory (TBS)
- Kevin J. Duling
