Re: [Algorithms] normal calculation in soft skinning
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From: Andy R. <an...@ne...> - 2001-08-25 01:14:55
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Chris Hecker wrote: > Jon Watte wrote: > >The fully correct solution is to multiply by the transpose inverse of the > >skinning matrix. > > Actually, this is not correct. Actually, it's sort of correct. What he said is true for the normal of a PLANE. The problem, of course, is that the "normal of a vertex" is a poorly defined thing that is arrived at via some kind of heuristic averaging of the normals of the associated triangles. This averaging operation isn't a matrix, and doesn't commute with the inverse transpose operation. I'm sure you know that. I just thought it would be useful to point out why the answer was wrong in a way that gelled with the "normals transform by the inverse transpose" rule (which is a really important thing to grok, IMHO). Andy -- Andrew J. Ross NextBus Information Systems Senior Software Engineer Emeryville, CA an...@ne... http://www.nextbus.com (510)420-3126 Why Wait? |