Bones, matrixmanipulation or animation buffer
Members - Reputation: 117
Posted 10 December 2012 - 01:25 PM
i'm programming a tiny game in webgl, and i would ask what is a better way to program animations:
actually i do a matrix transformation for every element of an object (a humanoid body for example),
i tryed to implement a bone system, where vertices are calculated from bone position, this is more cloth-like but too wavy.
so i'm thinking to do a very complex animation, and store precalculated vertices in a buffer and then ->
frame1 -> draw(0,100)
frame2 -> draw(100,100)
and so on
is this a good metod? what about performance? and if can this work, are there somebody who did that?
Crossbones+ - Reputation: 7258
Posted 10 December 2012 - 04:52 PM
It is really not a good idea. Just use matrix multiplication or position-vector/scale-vector/rotation-quaternion interpolation with a matrix build out of those components at the end.
It is amazing how often people try to be unique, and yet they are always trying to make others be like them. - L. Spiro 2011
I spent most of my life learning the courage it takes to go out and get what I want. Now that I have it, I am not sure exactly what it is that I want. - L. Spiro 2013
I went to my local Subway once to find some guy yelling at the staff. When someone finally came to take my order and asked, “May I help you?”, I replied, “Yeah, I’ll have one asshole to go.”
L. Spiro Engine: http://lspiroengine.com
L. Spiro Engine Forums: http://lspiroengine.com/forums
Members - Reputation: 841
Posted 12 December 2012 - 01:59 PM
Technical Director at Emerge Digital