I'd like to suggest that the numbering of vertices is maintained through the importer. This enables morphing from one shape to another by simply transforming each vertex position from its original to a second position.
I.e. Two models with identical vertex numbering are created in external s/w and saved (as obj for now). They both have same topology but the vertices are in different positions (e.g. two positions of a heart beating). These two models are saved. One is loaded as the model. The second is loaded as a morph target and only the verts are loaded. (more than one can be loaded for more complex morphs) As long as vertex numbering (order) is maintained in the loader then morphing becomes possible. Later: If a normalised 3d vector is calculated, and stored on load, instead of just the new vertex positions then this describes the difference between the base(first loaded model) and a target shape. This means the base can be transformed to a fraction of that shape (even a negative amount) and many shapes can be blended to make more complex and sophisticated effects. E.g. A head with face shapes for smile, mouth open, pout can be mixed to make simple talking head animations. But first we have to preserve vertex order on load. -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at https://groups.google.com/group/pyglet-users. For more options, visit https://groups.google.com/d/optout.
