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Mark Ivey wrote:
> 
> Ok, I'll look at the archives.  Is there a better way to solve the
> problem of programatically being able to control the hands on a clock,
> the tires on a car, the limbs of a tree, etc.?  It seems like a common
> enough task, how do others do it?


OMG, this is typical case - "I have a hammer, so now everything looks
like a nail." Why do you want to control a wheel of a car by **BONES**??
That makes absolutely no sense and is an incredible overkill - what is
wrong with the good old rotation/translation matrices?

All that you have described can be controlled easily with few
transformations (matrices), no need for skeleton. Skeletons are used
when you need to **deform** a mesh based on some simpler input - e.g.
when rendering a skinned character or if you want to do some fancy
morphing. Not when you just need to rotate some rigid object. Sure, you
can use a skeleton but it is such an overkill that it is not even funny
any more.

I suggest you reading some nice textbook on 3D graphics, e.g. this one:
http://cwx.prenhall.com/bookbind/pubbooks/hill4/ and you will get your
questions answered in detail.

Regards,

Jan




- --

Jan Ciger
GPG public key: http://www.keyserver.net/

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