Jump to content
  • Advertisement
Sign in to follow this  
slicer4ever

linear vertex animation and maintaining relative distance?

This topic is 2259 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

hello everyone, i'm attempting to do linear vertex animation, but i've come to the realization that direct linear animation means not maintaining proper relation between each vertex, the test example below clearly demonstrates the problem:


29fqlxh.png

2mxhlwk.jpg

f0w9rp.png

11raero.png

akd8ao.jpg


In short, is their a particular term i should be looking up for what i want to accomplish?

Share this post


Link to post
Share on other sites
Advertisement
To clarify, are you moving each vertex in a straight line to it's destination as a way of animating a rotation? Depending upon your end goal, skeletal animation with vertex skinning is popular. It enforces relationships between various things, e.g. certain lengths that must be fixed, and interpolates other vertices based upon how strongly they are associated to one or more bones.

Share this post


Link to post
Share on other sites

To clarify, are you moving each vertex in a straight line to it's destination as a way of animating a rotation? Depending upon your end goal, skeletal animation with vertex skinning is popular. It enforces relationships between various things, e.g. certain lengths that must be fixed, and interpolates other vertices based upon how strongly they are associated to one or more bones.


ah, yes, i'm doing straight line linear interpretation. I have done skeletal animation before, and i would absolutely love to in here as well, unfortunately, it's not an option, as were only able to work with .obj files, so no way to get skeletal animation from them, we are essentially loading a series of .obj's at specefic frames, and animating them.

I was hoping their might be a moderate solution to this problem, other than providing more keyframes, but i find it doubtful since my google results don't seem to turn up anything particularly useful.

Share this post


Link to post
Share on other sites
The first 'solution' that comes to mind is to record the length of each edge on your key-frames, and then after generating an interpolated frame, iterate each edge and apply a length constraint to it with the interpolated key-framed lengths in order to restore them to their intended sizes.

If you're unfamiliar with length-constraints, in advanced character physics there's an example of using them to maintain a collection of points in the shape of a ragdoll.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!