animation vs. "flip book" style

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10 comments, last by FlowingOoze 18 years, 8 months ago
Quote:Original post by FlowingOoze
Also vertex animation is somewhat more flexible

I can't imagine how that's possible. Your frames are hard coded into memory. Skeletal animation can be modified at runtime. You can use one animation to animate the legs, another for the arms, and another for the torso and head. Then you could add in a modifier animation that bends his whole body left or right as he turns while running. The only flexible advantage that I can think of over skeletal animation is what can be accomplished with morph targets. But most human animation doesn't use this feature, other than for facial expressions. And even that doesn't get added unless the character is really close to the screen.

Vertex animation might be handy for doing a werewolf transform :)
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Quote:Original post by Jiia
Quote:Original post by FlowingOoze
Also vertex animation is somewhat more flexible

I can't imagine how that's possible.

You can animate the vertices any way you like, since they're not limited to movement of the bones. If you want animation that's modified at runtime, you can use particle effects, skeletal bones, anything. Skeletal animation is well suited for animating human/animal shapes, also changing from one animation to another or overlapping animations is easier.

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