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On Creating Cool Real-Time 3D |
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A single mesh character is not
made of separate parts. As the name implies, the character is one single
mesh. The character is animated by changing the position of the vertices
in the mesh directly. This can be done by having a table of positions or
offsets for each frame or just by switching meshes as the character animates.
Quake characters are the classic single mesh characters.
Benefits of this method:
Drawbacks of this method:
If you have journeyed thus far and understand
the foundation, you are ready to embark with me to a greater horizon; the
future. Could it be possible to incorporate the flexibility
of a hierarchy of objects with the good looks of a single mesh? As
always, we want more! And much to our delight and fancy, we can have more.
With 3D hardware becoming more common and ripping processors' speed, the
sky is the limit (well, at least until we think of something else we want).
Thus we get: |
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| Deformation
and realtime skinning of skeletons
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