When joints are nested within an egg file like this:
<Joint> JOINT_A {
<Transform> { ... }
<VertexRef> { ... }
<Group> { <Polygon> ... }
<Joint> JOINT_B {
<Transform> { ... }
<VertexRef> { ... }
<Group> { <Polygon> ... }
}
<Joint> JOINT_C {
<Transform> { ... }
<VertexRef> { ... }
<Group> { <Polygon> ... }
}
...
}
Does the motion of the parent ensure the motion of the child? (I know that sounds pretty obvious…)
If for instance joint A moves during an animation, will joint B and C inherit its motion? I know another way to make the motion of one joint affect that of another is through vertex assignment; where if for instance joint A had vertices 1-10 and joint B had vertices 6-9, moving joint A would move joint B. So is joint-nesting another way to make any changes done on a parent joint reflect on a child joint?
The next question relates to how animations are stored in an egg file using <Xfm$Anim_S$>. What does this structure represent:
<S$Anim> x { 0 0 10 10 20 ... }
?
If those entries are values at particular frames, and each frame lasts the same length of time, does that mean that the time between values is based on their position in the list? Like in the above example, would it be like this:
value: 0 0 10 10 20
| | | | |
time: a b c d e
a->1/fps
b->2/fps
c->3/fps
d->4/fps
e->fps
value->float
time->seconds
?
I know I asked a long version of this question [url]Defining animations in a "procedural" manner.] but I’m kinda stuck and can’t continue with development…it’s been 4 days…