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defining vertex normals on skinned models

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I recently implemented a skeletal animation system with weighted vertex mesh deformation. During the process I realized that the dynamic properties of the mesh would make dealing with surface and vertex normals time consuming. Basically when the models were static, I could load the mesh and define the surface and vertex normals once, but now, the mesh is basically rebuilt each frame and is unique each frame. What is the standard method for dealing with this problem? normal maps are not an option for the system I am building.

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Take a look at this thread. It is on MD5 model. You will be interested of 4 and 5 page of this thread.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2884&postdays=0&postorder=asc&start=0

So all you have to do is precompute normals (I do it for tangent too), and then evaluate it the same way you do with vertices.


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This topic is 4534 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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