-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Alberto Luaces wrote:
> I think scaling bones is an important feature at least meanwhile a morphing > system is not available (face gestures, breathing movements, etc) > If you need that then you are better off implementing morphing and not deforming the skeleton. Doing it by scaling bones will break lot of things that rely on the fixed bone length - e.g. inverse kinematics, walking cycles, the skin will look bad etc. Furthermore, morphing gives you better control over subtle movements like face animation than the rather rough and coarse skeleton skinning. BTW, my comment to Cedric was a suggestion only, I am not sure what exactly is his goal. But for about 90% of applications rigid bodies are sufficient, if you add morphing you are almost completely covered minus some really special cases. Regards, Jan -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFJEx/Vn11XseNj94gRAn/4AJ91PpPWBPgWYwupNMtnBbJKg4FnawCeOYSV YnhZkDWhVjam2U70NZLkIms= =jVW6 -----END PGP SIGNATURE----- _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

