Hello, I’m doing some work on a school project, including model animation in form of a skinned mesh, deformed by a skeleton via rigid/unweighted bone influences.
I’ve written an exporter and a developed a simple model format for getting the data into my demo.
What I export is basically ready-to-use vertex arrays + bone data and vertex influences.
I will do the skinning on the CPU for now, as the demo has to run on somewhat lowend hardware.
Obviously, I didn’t quite think this whole stuff through before I started…
What I need some advice about is how to acctally deform and render the mesh. It’s a piece of cake using intermediate calls, just transform and draw as you go, but to do this efficiently with VA’s seems a bit harder.
The obvious solution is to “render” the transformed data into a temporary buffer, and then draw that one using VAs, udating on each frame.
Could someone please detail this step for me, or give me some pointers, as I have somewhat of a hard time to get it all together… I figure the effort spent on building single-indexed VA’s from MAX’s triple-indexed ones might be completely wasted after all.
Furthermore, I would like some advice on on making certain features of the models “glow”, in the sense of lightning (not lightning the polys, or changing material properties to have high emission). The goal is to have fancy “glow in the dark”-effects on the models.
The only solution to this that I have found is to rip these polys out, and draw them after the main model via a separate draw call…
Thoughts and directions much appreciated
Martin Persson, Sweden