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Character Animation with Direct3D® by Carl Granberg

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Applying a Mesh to the Bone Hierarchy

As you probably know, a mesh consists of several polygons that in turn consist of one or more triangles. Each triangle in turn is defined by three vertices—i.e., three points in 3D space. Before you look at how to skin a complex character mesh to a bone hierarchy, first just look at a single vertex. A vertex can be linked (influenced) by one or more bones in the bone hierarchy. The amount a bone influences a vertex is determined by a weight value as shown in Figure 3.4.

Figure 3.4. An example of how a vertex (the cross) is affected by two bones (B1 and B2) with the weights 20% and 80%, respectively. Notice how the vertex follows B2 more than B1 due to the weights.

Note

It is important that the combined ...

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