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Skin/Bone data organization methods... pros/cons

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Hi, I was wondering how people out there organize their skin / bone information. I see 2 basic ways of doing so... 1. Store a list of offsets, bone pointers, and weights within each skin vertex. 2. Store a list of skin vertex indices, offsets, and weights within each bone. At first it seems artibrary, but as I thought about it a little more there seems to be some pros/cons. For instance, using method (2) it seems more efficient if you want to lock certain bones from influencing the skin (since the check will be performed once per bone). This can be useful for combining animations together, I imagine. Any one else of some thoughts? Thanks, BrianH

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Method 2 doesn''t work very well with hardware accelerated skinning: the 3D card expects a weight list per vertex.

/ Yann

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