I'm not that sure, perhaps i misunderstood the code in CSkinnedMesh.cpp but it seems like Irrlicht uses a many-to-one relation between weights and vertices. Can anyone confirm that? If that's true, why is there no skinned animation implemented which uses a vertices-weights one-to-many relationship?
As might already have guessed, the MD5 models i am currently implementing, use a vertices-weights one-to-many relationship and i didn't want to reinvent the wheel so i first had a look at the existing classes.
Sure one could transform the weights-vertices one-to-many relationship to a vertices-weights one-to-many relationship but that would kinda create a data overhead, at least i think so (unless using quite complex algorithms which would recalculate the mesh and all the animations, but not sure if it is even possible to reduce the overhead of such a relationshiptransformation).
CSkinnedMesh, Weight-Vertex many-to-one relation?
CSkinnedMesh, Weight-Vertex many-to-one relation?
R2D2's Irrlicht Mods
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Messed up with my database so the page is not working at the moment -.-
CPU: Core 2 Quad Q6700RAM: 4096 mb Graphics: Radeon 4850 512mb Sound: on board InternetConnection: DSL
you talking about how a vertex can be affected by more then one weight?
yes this is true. and is used at least by the b3d loader, possibly ms3d and x too, if I remember right.
converting between weights to vertices, and vertices to weights data layout should be pretty straight forward, think this is done in one in the loaders, possibility ms3d
yes this is true. and is used at least by the b3d loader, possibly ms3d and x too, if I remember right.
converting between weights to vertices, and vertices to weights data layout should be pretty straight forward, think this is done in one in the loaders, possibility ms3d
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