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TTK-Bandit

confused about vertex & weight..

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Hey I'm currently trying to understand skeletal animation, but parsing some different file formats, I found that vertex & weight are handled a little different everywhere.. for example, in idTech4(doom3) the md5 format: a vertex contains the texture coordinates + some weights a weight contains the jointid, an origin, and an influence in source(hl2) the SMD format: a vertex contains a jointid, an origin, a normal, the texture coordinates and some weights. a weight contains the jointid and an influence. so my questions are: 1. what is the difference between the two methods and whats the pro/con list? 2. is there even another method of handling vertex & weight? 3. Do modeling applications have support for both methods, or can one method be converted to the other without changing what gets drawn ?

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Hi,

I have not studied these file formats but i think that:

1. it's just a different way to store data. In MD5 the bind-pose positions of vertices are stored in th weight block instead of the vertex block. You use the indices to match data

3. modeling applications convert their internal data to the destination file format when you save or export your animation.

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ok thanks, any ideas how to convert the hl2 way to doom3 way ?
I would like to have an smd file importer, but don't see how those formats could be converted.

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