-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Alberto Luaces wrote: > El Jueves 06 Noviembre 2008ES 17:48:24 Jan Ciger escribió: > Well, I was referring to dedicated bones, not the principal ones from the > skeleton. Think of an arm whose biceps changes its shape when bending: you > might put a special bone to reflect the "growth". Therefore you get the > effect of a deforming body without affecting IK, etc. I've seen places where > this is done so. However I admit that this could be the "poor man" approach, > useful when one has memory or cpu constraints.
I see your point, however, I think doing skinning is more expensive than just a simple interpolation between morph targets, due to more data being processed. You save a bit on implementation time, but the skinning math at runtime is not free. Jan -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFJFAf9n11XseNj94gRAi/hAJ0c17f1VDQoYchSmjLG3M3DQy16xwCg5ijh noRAjNvRgfnzv1X+Se2TgVA= =tGL4 -----END PGP SIGNATURE----- _______________________________________________ osg-users mailing list email@example.com http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org