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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
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