Update incoming
So just some updates on what’s coming:
I will fix some broken links tonight that have been pointed out to me (thanks guys).
By next weekend I should have three new projects uploaded.
First is morph targets via vertex color or textures. I found out after I completed this technique that MS has a DX10 sample in the SDK that uses textures and is pretty awesome, but I’m going ahead with documenting and uploading mine anyway, if only for research/ideas.
Second is “Shader-driven animation.” It is really difficult to explain without a demo, but it is like getting rid of ‘bones’ and instead piping the info directly into the shader, with vertex colors as skinning.
Third and largest is even harder to explain. I call it ‘skinning by proxy.’ You use the vertex colors of a proxy mesh to assign skin weights. It is almost like using geometry as envelopes. It still has a bit of work and improvement to go before it is ready for alpha/beta, but the first two projects are finished and I’m just packaging and documenting them.
I’m pretty bored here with no contract work and waiting to move (start of April), I did visit home for a week though. But it has given me time to work on the scripts and also play Orange Box. Portal was awesome, as were Episodes 1 and 2. And Steam itself I was utterly impressed with, it has been about 2 years since I last really used it, and it has gotten so much better. Way to go Valve, you guys are awesome.
nice! do you have an example of your ‘skinning by proxy’?
Unfortunately (or not) I haven’t done much skinning lately at all, so no…