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Characters of this type have a separate
object for each body part in the character. These separate objects are connected
together in some form of hierarchy. Then, by applying rotations and translations
to each body part, you can create fluid motion. You see this type of character
in many games, but some classic examples of this technique include Virtua
Fighter and Tomb Raider.

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Figure 1:
A character created from separate objects |
Benefits of this method:
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Characters that are created from a hierarchy of
separate objects are very adaptable.
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You only need to store a transformation for each
object and the vertex information once, thus the animation file is very small.
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By having the character in a hierarchy, it is
fairly easy to create new animations. If your engine supports an Inverse
Kinematic (IK) or Dynamic system, you can actually generate new animations
on the fly. This is the key benefit of creating your characters this way.
Drawbacks of this method:
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Since the actual position of each vertex in the
model is determined by the hierarchy, you need to do some extra work to get
the mesh to the screen. Each object in the mesh must be transformed by the
complete hierarchy above it. This makes for quite a bit more math per vertex.
For example, if your hierarchy looks like figure 2 (see below), the
mesh of the left hand must be transformed by the hips, chest, chest2, left
collar, left upper arm, left lower arm, and finally the left hand.
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Where the objects in the character connect, you
get gaps. Since the objects in the character are separate, you need to consider
how they go together. By clever modeling, you can hide these seams, but this
is not always possible. You may notice that many characters of this type
wear armor or clothing that hides these seams.
Figure 2:
A sample character hierarchy |
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