Wolfire Development Blog!
My what big teeth you have.
I mean, what's even creepier than switching to that in a few seconds is doing that in the blink of an eye (it is a facial expression after all >:D)
But, umm, is his fur supposed to change colors? Or did the lighting source move or something?
I'd love to see facial expressions, especially surprise from a split second before inserting your knife into their throat .
This is good news, not only this cool morph system, but the programmers as well. I certainly hope they know what they're doing. Then again, knowing David (which i don't much...) he wouldn't have hired them if they didn't .
Progress is always good, keep up the good work... because... there's cookies waiting for you?
EDIT: Snap, their eyes will be able to look around, right?
I mean, what's even creepier than switching to that in a few seconds is doing that in the blink of an eye (it is a facial expression after all >:D)
But, umm, is his fur supposed to change colors? Or did the lighting source move or something?
I'd love to see facial expressions, especially surprise from a split second before inserting your knife into their throat .
This is good news, not only this cool morph system, but the programmers as well. I certainly hope they know what they're doing. Then again, knowing David (which i don't much...) he wouldn't have hired them if they didn't .
Progress is always good, keep up the good work... because... there's cookies waiting for you?
EDIT: Snap, their eyes will be able to look around, right?
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- Wooter
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- official Wolfire heckler
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I guess that if you have 2 models for 1 3D object with vertices at different locations, you could say "move vertices from model-A-vertice-locations to model-B-vertice-locations, adjust the normals and stretch the textures accordingly with seamless tradition if this-and-that happens". That would make model B a morph target for model A, and probably the other way around if you want to have a way to go back.
Last edited by rudel_ic on Fri Aug 11, 2006 2:06 pm, edited 1 time in total.
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- official Wolfire heckler
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In a frozen state, the model with the moved vertex is not the same model as the model with the vertex at the original location. Of course, model B could be a transformation of model A, but the resulting matrices are different and model B doesn't have to be a transformation of model A, which for me makes it 2 models in each case
This is basically combining the best aspects of traditional vertex interpolation (ala pioneered by Unreal and Quake 2) and modern skeletal animation, so we can combine bone-level pose animation with per-vertex soft tissue animation.
The new programmers are really fantastic; they are better at their respective fields than I am, which is why I asked them to work on this project My specialty is game/engine design and rapid feature prototyping, so it is best if I can focus on that as much as possible.
The new programmers are really fantastic; they are better at their respective fields than I am, which is why I asked them to work on this project My specialty is game/engine design and rapid feature prototyping, so it is best if I can focus on that as much as possible.
PS: I vote I be added to the development team, for purposes of creating cutscenes/intros/etc. Just think, it's a beautiful, ultra-advanced-graphics-engine world with a rising sun that illuminates the vast rolling grassy hills, and suddenly BAM! CUTSCENE! Scenery disappears, everything goes black and white, and looks at though it were drawn by a third grader with a Sharpie!
It's win-win!
It's win-win!
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- Gramps
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