Re: [Algorithms] Quaternion animation strategy
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From: Matt J <mjo...@gm...> - 2006-03-24 04:34:58
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Yes, it should. Your explanation makes complete sense. Thanks again. Matthew > > One final question, I understand simply storing all the bones in the > > array, but in order to render a bone, it has to be aware of its parent > > bone's relative effect on the transformation, correct? It would seem yo= u > > would still want to use the concept of a tree structure but your just > > storing the bones in an array and say, using an index/handle instead of > > a pointer to reference it? Or, is there another technique you use, say= , > > like, propogating affine transformations made from one bone to the > > children of that bone? > > Yeah it is still hierarchical, I just wanted to differentiate it from > the typical rooted tree concept for clarity. Each bone maintains a > parent index and then calculating the transforms becomes a single pass > through the array from left to right, provided you store the bones in a > topologically sorted order. > > Hope that clarifies things. > |