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Westley Wood » Skinned Meshes with Vertex Blending
© 2012 Westley Wood

Skinned Meshes with Vertex Blending

Meet Derick, Derick is our first fully animated, textured, and position syncing model. Jonathan got him animated with Vertex Blending and wrote an API so that AI could control him. I had the honor of texturing him and upgrade the 2 bone vertex blending to 4 bone.

Besides Derick I’ve been pretty much jumping from core to core helping catch them up to where they should be. Spent Sunday integrating my A* path finding into the Animation Manager. I also added my dynamic navgraph and displayed them as the little spheres you can see on the ground. Red means they are covered and inaccessible Black means they are available, but not used. Yellow is the current calculated A* path.

Then spent a few hours Monday helping Physics sync with the randomly generated objects that where created by the Graphics Engine. The main issue with that was the miss understanding of what we considered 1 unit, Physics used half-extent as 1 unit and Graphics used full-extent a 1 unit. Anyways after sorting it all out we now have collision resolution that keeps players from walking through buildings, but allows them to walk in-between and around buildings.

 

First few attempts:

This last ones a little too big.  We ended up scaling the meshes down by 0.5.

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