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Character Animation with Direct3D® by Carl Granberg

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Combining Skeletal and Morphing Animation

In this section you’ll learn how to combine skeletal animation with morphing animation. There are many cases when you might want to use this technique. As a basic rule you should use it when an object is changing shape in ways other than bending limbs around joints (transformations of the skeletal kind). It can also be used when trying to achieve the desired result using only skeletal animation would cause you to add an unreasonable amount of bones. In this section, the two morph targets shown in Figure 8.5 will be used to create an example of a skinned and morphing character.

Figure 8.5. The two morph targets used for the werewolf example. (Both models have 467 vertices and 930 polygons.)

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