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Are you saying that each frame of animation is a cloud of verts that show where each vert should be during that keyframe?No, vertices are still transformed by joints (rotation and translation). You know in blender this is called vertex group, a vertex can belong to two groups and thus can be affected by two bones. In the game, it also works like this, just the vertex has two different values for corresponding groups. Don't know why though.
so I don't know why it is dynamically combined at runtimeThat I don't know. It is just how the model works. Maybe the game converts the models and animations into more GPU friendly format. But that is a blackbox irrevelent to current topic.
Nice that array is so small ;*)Ha, again it is just the model format, I believe the game will also convert them into whatever it can use to calculate the matrices.
Now you seem to be saying that the vertices are all duplicated?Well, I mean there are two sets of position values for those vertices that are influenced by two joints. And no, they are not identical, the two values are different.
Not sharing verts for different faces?I don't think so. They have plenty of faces that share verts, for example, two sides of a robe. This can't be done in blender, but in game, it is accepted.
V = Transform1(Vo1)*Weight1 + Transform2(Vo2)*(1-Weight1)
V = Transform1(Vo)*Weight1 + Transform2(Vo)*(1-Weight1)
Many people who translate literally often lose sight of this because they've already seen the image being conveyed through kanji or whatever and don't seem to understand that for someone who's about to try to get that same image for the first time, the literal translation is going to look ridiculous.Yeah, that is exactly what I'm worrying about. And the literal translation from me always tends to be garrulous. Sometimes I think I have to cut extra adjuncts and add comments beside them.
but characters are still concerned with establishing their relationships to one another as they were in the original script (the "Big Bro," "Little Bro" thing in the translation demo).I always suspect that is a wise choice. LOL
You can still do that with all the values stored in ra and Program Counter breakpoints.Yeah, I figured that out though it was too late.
Check the official SDK instead (it floats around the net, very easy to find nowadays).Hmm, I will try.