Game Development Reference
In-Depth Information
Once the bones have been laid out, the next step is to bind the skin (in other words,
the mesh of polygons) to the skeleton. This is done by allowing each vertex of the
3D model to be modified by one or more bones.
If a vertex is mapped to more than one bone, a weight is also defined for each bone
that determines how much of an effect it will have on the vertex. Weights range
from zero to one and the sum of all the weights for a particular vertex should add
up to one.
Most 3D modeling packages will have a good first attempt at doing the binding
process automatically, but normally the animator will need to make some
adjustments to the binding so that the skin animates correctly when the bones
of the skeleton are moved.
 
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