Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

Ian Ross has just released a book on Anim8or. It's perect for a beginner and a good reference for experienced users. It contains detailed chapters on every aspect, with many examples. Get your own copy here: "Anim8or Tutorial Book"

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - DFX2KX

Pages: [1]
1
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!

Pages: [1]