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General Anim8or Forum / Questions regarding anim80r's skinning animations
« on: September 27, 2015, 12:14:11 pm »
Okay, I've used anim80r for a number of years (since before .98), and I can use skinned animations fine, be they manually applied, or using the default weighting mechanism. However, I'm curious if any of you know how the actual x,y, and z of the vertexes are calculated. I'm trying to implement some scripts for Game Maker Studio that'll let GM: S read and render AN8 files natively. It seems MUCH easier to do then implementing 3DS files, at least.
I know the bone positions are stored in Quarternion form, and I've got scripts for that, as well as for transforming a single vertex based on that. But I'm not entirely sure how to make the vertexes move only partially based on weight. There doesn't seem to be a whole lot written about it in the file's reference.
Any insight would be most appreciated!
I know the bone positions are stored in Quarternion form, and I've got scripts for that, as well as for transforming a single vertex based on that. But I'm not entirely sure how to make the vertexes move only partially based on weight. There doesn't seem to be a whole lot written about it in the file's reference.
Any insight would be most appreciated!