w00tguy123

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About w00tguy123

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  1. I'm used to skeletal animation, but I'm not sure where to start with per-vertex animations. Is there anyone that has experience making per-vertex animations/morphs? How can you indicate the destination of a vertex with a modeling program? Do I really have to create a bone for every single vertex? Say I have a two meshes with the exact same amount of faces and vertices and save them both to separate frames/files, I can only expect that vertices from the first frame will interpolate to random vertices in the second frame, which would turn into triangle soup. I need a modeling program that can let me assign an ID to a vertex or something so that I can choose which vertices go where in the next frame. Does something like this exist? If not, what is common practice for vertex animators?
  2. Rotating a 3D skeleton

    It's just like me to solve the problem as soon as I ask for help... It turns out that swapping the axes for the local coordiantes was the problem. What I did was work on the skeleton with the incorrect axes and then swapped them only after the world coordinates were calculated. Now the vertices attach and display correctly and no rotations are necessary for displaying the model. Before, the bones were rotated very oddly, causing the mesh to look pretty funny and sometimes scary looking. I'm still curious why swapping the axes at the local level causes so much weirdness, but I don't mind being dumb and happy for now.
  3. Rotating a 3D skeleton

    The models used in the game, Half-Life, have the Y and Z axes swapped. In my program, there is no swapping, so these models appear sideways. If I go through the .smd file and swap all Y coordinates with Z coordinates, the vertices are displayed correctly (not sideways). If I do this with the Joints of the skeleton for animation, then it turns into a jumbled mess. I don't understand how this could happen. I figure that it's because the Joints are defined with local coordinates and orientations (relative to parent Joints), but I don't understand why that would be a problem. Is it possible to rotate the skeletal animations without causing severe distortion? Maybe if I converted each Joint to world coordinates/orientations and then swapped the axes? It's a pain to always have to rotate the model before displaying it, and figuring out where each vertex really is (for collison) requires extra operations.