On Sat, 2005-10-22 at 00:51 +0200, Jan Ciger wrote:
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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 know that skeletons are used to deform meshes, like a tree blowing in
the wind or (from my original email) rag-doll physics.  These links
suggest that Unreal also uses bones for vehicles:
   http://udn.epicgames.com/Two/SVehicleCreation
   http://www.psyonix.com/NewVehiclesTutorial/

Your quote about a hammer suggests you know a better way.  I'm asking
what that is.

-Mark Ivey-


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