Game Development Reference
In-Depth Information
pts = basepts;
for(j=0; j<numpoints; j++){
//Reset current vertex
pts->x = 0.0; pts->y = 0.0; pts->z = 0.0;
for (i=0; i<objcount; i++){
//Sum product of vertex and level
if (morphlevel[i] > 0.0){
pts->x += morphitem[i].pts[j].x * morphlevel[i];
pts->y += morphitem[i].pts[j].y * morphlevel[i];
pts->z += morphitem[i].pts[j].z * morphlevel[i];
}
}
//Move on to next vertex
++pts;
}
return TRUE;
}
Figure 14.5 Setting keyframes using Toon3D.
Search Nedrilad ::




Custom Search