Search found 5 matches

by SteveBaker
Thu Jun 10, 2010 4:29 pm
Forum: Documentation & Education
Topic: How do bones/armatures/curves work together numerically?
Replies: 3
Views: 3486

I've worked through that document, and I thought I understood what it says - but the results don't work. The second diagram seems to be telling me that I need to transform vertices by the "pose_mat" - which is basically: pose_mat[N] = pose_mat[N-1].tail[N-1].head[N].mat[N].curve[N] ...but for the ub...
by SteveBaker
Sat Jun 05, 2010 3:47 pm
Forum: Documentation & Education
Topic: How do bones/armatures/curves work together numerically?
Replies: 3
Views: 3486

Thank you! That definitely looks useful - I'll dive into it tonight and see if I can get something to work.
by SteveBaker
Fri Jun 04, 2010 6:50 am
Forum: Blender Open Projects
Topic: Pokemon 3D modeller needed (d/p/pt style)
Replies: 13
Views: 17015

If this is fan-made thing using Pokemon characters - aren't you going to get sued into oblivion by Nintendo for infringing on their character copyrights?

Unless you have permission in writing from them to do this - I wouldn't touch the project with a 10' pole!
by SteveBaker
Fri Jun 04, 2010 6:46 am
Forum: News & Chat
Topic: question on animation and pixar
Replies: 6
Views: 5004

Seven hours on one computer is very believable. Remember that if they are rendering the final movie, they'll be using very high resolution - perhaps as much as 4000x3000 pixels - also, they'll probably be using all of the most expensive rendering modes and rendering a lot of expensive stuff like fur...
by SteveBaker
Thu Jun 03, 2010 6:19 am
Forum: Documentation & Education
Topic: How do bones/armatures/curves work together numerically?
Replies: 3
Views: 3486

How do bones/armatures/curves work together numerically?

Background: I've been working in 3D graphics for 30 years, I've implemented skeletal mesh animation from scratch half a dozen times - so I have a clue. But I need help decyphering the armature information that blender provides so I can feed it to my own skeletal mesh rendering application. I've writ...