-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 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/ -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.2 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFDWXDXn11XseNj94gRAsVuAJsH3jQk5h5HQ2yOqtqQpQLmLfXZUACgv8kv 3zykNXOcMalkYYGKBgFy70A= =D/dn -----END PGP SIGNATURE-----
