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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.

April 17, 2005, 02:11 PM

Hi everybody,
I'm trying to program a simple animation made of 2 bones and 2 cubes attached to them, but I need some explanation:
how can I get the union between cubes to be intrpolated by the 2 bones matrices ? There are some papares around the web, but anyone is clear to me.
I'm using directX but the samples are all in openGL...

I really appreciate help!


April 28, 2005, 05:56 AM

Nobody use matrix interpolation, the best way is to interpolate quats, I cant figure how to link 2 cubes with 2 bones :?


April 28, 2005, 07:18 AM

I've been having similar trouble; came up against a bit of a block
when trying to implement animation. I'm currently working through
"Advanced Animation for DirectX". Mesh elements are stored
in .x files together with bone information and frame heirarchies.
You will need to find or create a .x file parser to get all the
information out. There are a hell of a lot of structures to digest,
so you are best off buying a book on the topic that has a source
code disk. Then you can gradually 'borrow' code sections for
your project, and re-implement them yourself as your understanding


May 03, 2005, 02:00 PM

When you say the 'union of two cubes' you're talking about
an implicit function, possibly. You're best off converting
to B-Rep (i.e. triangles) beforehand.

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