Originally posted by Nick_Weihs:
[b]Ok, I’m trying to make bones with my models, but I can’t come up with an equation to express where the new vertex points lie based on the rotation of the bone.
So I have 2 bone points (ends of the bone) and one vertex point which are based on the model. What rotations do I use for moving the vertex with respect to the two bone poinnts?[/b]
You should represent your bones as a 3-vector and a Quaternion (both relative to the parent). Animation becomes a simple SLERP between keys for the orientation and for most cases you don’t change the bone position. Store the vertices in bone-space, then convert all bones to a 4x4 matrix and transform the vertices for that bone (with weight if you want).