Thursday, December 26, 2002
Nothing is ever simple
There's a unique place of suffering for animation programmers called softskin hell. It arises when you try to code a system that blends the influences of different bones on single vertices. With 3D Studio Max, there's an excellent way to avoid this - use the sample code. With Maya, things are not so straightforward. And it's Maya I'm using. Time to crack out the maths textbooks.
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