In article <oYHDi.63$i92.52@[EMAIL PROTECTED]
>,
Jim Langston <tazmaster@[EMAIL PROTECTED]
> wrote:
>First question was orignally asked in comp.programming with no
>response. Second question was orignally asked in comp.lang.c++ with
>no response. I'm trying here, these questions, if you read them,
>are closely related. If someone knows a better way to do what I
>want I'm willing to listen.
>I am working on a model animator, and currently I am working on
>identifying which triangles are in which body part.
Your proposed solution is horribly complicated for a relatively
simple problem. You're getting hung up on "body part" and trying to
re-create the body's hierarchy in your tool. Don't do that. Insted,
learn this motto: "do the simplest thing that could possibly work."
By that, I mean this: each object can have two things: (1) its own
verts, (2) links to child object(s). That's it. DO NOT ADD TO THIS.
With this, everything is an object, not some body part. Add in a
little recursion, and you can get whole trees of objects quite simply.
But, do *NOT* try and make a predefined hierarchy for the body parts.
Just make your editor sup****t the object & child object(s), and let
your *USERS* define the hierarchy. If you must ****p a human body, then
make one sample environment that has that.
Nathan Mates
--
<*> Nathan Mates - personal webpage http://www.visi.com/~nathan/
# Programmer at Pandemic Studios -- http://www.pandemicstudios.com/
# NOT speaking for Pandemic Studios. "Care not what the neighbors
# think. What are the facts, and to how many decimal places?" -R.A.
Heinlein


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