[Algorithms] Wasteful keyframes
Brought to you by:
vexxed72
From: De B. <be...@ii...> - 2004-04-06 07:29:18
|
It appears many game formats (md2, md3 etc) save the position of every vertex for every frame of animation, and use linear interpolation to make it smooth. So if you had a box that translated from point A to point B over 100 frames, you would save every vertex 100 times. For that case it would seem better to have a translation matrix and duration or 2 keyframes instead of 100. I am trying to create an animation format that can handle animated boxes, cars, and people, would this style of saving every vertex for every frame of animation be the best way? Many formats seem geared toward character animation but I need something more generic. It does get more complex when splines need to be used. For example having a box move from point A to point B along spline S. So maybe saving every vertex may be faster at run-time depending how complex the animation is. -Ryan De Boer |