Not sure if this is the right part of the forum, but I'm hoping to get some information on slightly older methods of model skinning and animation.
As part of a home project I'm trying to reverse engineer some model files from an older game (LucasArts Gladius). I've managed to convert all the unskinned objects , and also extracted the skinned models into their bind pose. I'm now trying to discover how bone-id's and weights are set on vertices.
As far as I can tell , the mapping isn't something nice like :
so I'm trying to get a feel for how many different approaches are used to capture this sort of data. e.g.
A vertex only attached to a single bone. (so no weighting at all) - not even sure this would make sense.
A vertex given an id into a separate bone weights list so if a large number of vertices share the same weighting data you avoid repitition.
Also what would be a sensible range of values for weights, would the 256 values in a single byte be enough to give smooth animation or would you expect a larger range?