vertices and bones
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yes another bone and vertex question... I got my bone-system to work properly and I already modelled some simple characters in 3ds Max... the problem now is: how do I assign the different vertices to my bone system? Can I use some scripting in max? or should I use a different file-container different from .3ds? the problem of 3ds is that I cannot assign vertex groups... Or when I do put them in a group the edges between the objects get broken. I have got a pretty good 3DS-Loader but assigning each vertex to a bone by hand is... well... damn enerving. should I convert my model or is there a way of marque selecting vertices and grouping them (and the faces don't get broken) so I can find those groups for my bones system? Or is it simpler to try to write an algo that assigns each vertex to the nearest bone (and correcting this result by hand)?? thanx in advance (PS: I'm using OpenGL and C++, of course)
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yes another bone and vertex question... I got my bone-system to work properly and I already modelled some simple characters in 3ds Max... the problem now is: how do I assign the different vertices to my bone system? Can I use some scripting in max? or should I use a different file-container different from .3ds? the problem of 3ds is that I cannot assign vertex groups... Or when I do put them in a group the edges between the objects get broken. I have got a pretty good 3DS-Loader but assigning each vertex to a bone by hand is... well... damn enerving. should I convert my model or is there a way of marque selecting vertices and grouping them (and the faces don't get broken) so I can find those groups for my bones system? Or is it simpler to try to write an algo that assigns each vertex to the nearest bone (and correcting this result by hand)?? thanx in advance (PS: I'm using OpenGL and C++, of course)
zqueezy wrote:
I'm using OpenGL and C++, of course
http://home.gna.org/cal3d/[^] http://download.gna.org/cal3d/documentation/modeling/tutorial.html[^] not sure if you are wanting to do it all yourself, of find a library that does it for you (and then you are restricted to its bone design). At the very least you can peek at the code and see how they do the binding. :)
_________________________ Asu no koto o ieba, tenjo de nezumi ga warau. Talk about things of tomorrow and the mice in the ceiling laugh. (Japanese Proverb)