El Jueves 06 Noviembre 2008ES 11:30:49 Jan Ciger escribió:
> Also, I have noticed that you have included scale keys. If you want only
> rigid bones (the most common case, one rarely models something like the
> "Gummi bears"), then you can drop both scale and translation. The
> quaternions/rotation matrices/rotation vectors are enough, together with
> the binding pose of the skeleton. You just apply the transformations
> recursively from the root of the hierarchy each time. That allows a very
> compact representation.

I think scaling bones is an important feature at least meanwhile a morphing 
system is not available (face gestures, breathing movements, etc)

Regards,

Alberto
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