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Home > Archive > VRML > May 2004 > [Big interpolated MFVec3f] vs [static form]+[interpolated MFVec3f]





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Author [Big interpolated MFVec3f] vs [static form]+[interpolated MFVec3f]
Olivier

2004-05-23, 12:09 pm

Hello,

I wonder something : are these methods equal ?
1) a big shape with a lot of points, and this shape is interpolated -> few
points move, the majority doesn't change.
2) a big static shape, plus a little shape containing the points which move

(In fact, the big shape is an avatar, and the points which move are the
lips ...)

Does someone know ? :)

O.L.
Cecile Muller

2004-05-23, 7:16 pm

> I wonder something : are these methods equal ?
> 1) a big shape with a lot of points, and this shape is interpolated -> few
> points move, the majority doesn't change.
> 2) a big static shape, plus a little shape containing the points which move


The second one is better imho: for the rendering speed i don't know
(it depends of the viewer) but it can't make it slower; but especially
for the file's size it is better.
Joerg Scheurich aka MUFTI

2004-05-24, 12:15 pm

> 1) ... -> few
> points move, the majority doesn't change.
> 2) a big static shape, plus a little shape containing the points which move


Depends on the question, if a visual border between the big and little shape
is acceptable (2) or not (1).

> (In fact, the big shape is an avatar, and the points which move are the
> lips ...)


In this case i suspect, the lips already have a different colour than the
rest of the avatar. So a visual border seems to be acceptable.

so long
MUFTI
--
Olivier

2004-05-26, 12:16 pm

Joerg Scheurich aka MUFTI <rusmufti@helpdesk.rus.uni-stuttgart.de> wrote
in news:c8sin5$of5$1@news.uni-stuttgart.de:

>
> Depends on the question, if a visual border between the big and little
> shape is acceptable (2) or not (1).
>
>
> In this case i suspect, the lips already have a different colour than
> the rest of the avatar. So a visual border seems to be acceptable.
>
> so long
> MUFTI


Yes, I think it's acceptable and more efficient ...
And for bigger elements like arms and legs, do you know what is the best
solution :
- an interpolated object (arm)
- static front armlever + static hand + static arm => moved by translation
& rotation interpolators

The second case seems to be the most powerful (less calculations ?), but it
will be difficult to adjust the different parts of each object ... :-/

Bye & Tnx :)
O.L.
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