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[Big interpolated MFVec3f] vs [static form]+[interpolated MFVec3f]
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| 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.
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| 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.
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| 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
--
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| 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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