Timeline for How do games programmatically manipulate 3d models?
Current License: CC BY-SA 3.0
9 events
when toggle format | what | by | license | comment | |
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Jan 8, 2017 at 3:46 | history | bounty ended | Vaillancourt♦ | ||
Jan 5, 2017 at 19:19 | vote | accept | Praxeolitic | ||
Jan 5, 2017 at 10:57 | comment | added | Bálint | @Hatoru it probably uses a learning program with pre-calculated data | |
Jan 5, 2017 at 8:35 | comment | added | Hatoru Hansou | The fourth you talked about, muscle based, is totally new to me. Very interesting. Sad that the Euphoria engine is proprietary and probably expensive. If they used some kind of automatic learning to develop it the data set sure is big an difficult to get. | |
Jan 5, 2017 at 7:02 | comment | added | Bálint | @Praxe added, let me know if you need something else | |
Jan 5, 2017 at 7:01 | history | edited | Bálint | CC BY-SA 3.0 |
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Jan 4, 2017 at 22:07 | comment | added | Praxeolitic | Nice answer. Could you expand a bit on how a skeleton can be used to deform a 3D model? What is the extra data that allows a set of skeleton internal coordinates to be transformed into a deformation of model vertices? There's no need to provide an implementation ;) but what information in the artist's output makes this possible? If there's a good Wikipedia article describing this, it would be enough to just drop its title. | |
Jan 4, 2017 at 14:49 | history | edited | Bálint | CC BY-SA 3.0 |
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Jan 4, 2017 at 14:42 | history | answered | Bálint | CC BY-SA 3.0 |