What is the complexity of these hierarchies in real graphics applications? It seems difficult to deal with such complicated hierarchies.
dhruvswarup123
I understand how hierarchical rigid body transforms can be used to model a skeleton. Most of the time though, the skeleton will be wrapped by a "skin", whether it is for a person, or for anything else. How does the transform for that work, when the skin is not just a texture mapping on to the skeleton, and needs to warp?
What is the complexity of these hierarchies in real graphics applications? It seems difficult to deal with such complicated hierarchies.
I understand how hierarchical rigid body transforms can be used to model a skeleton. Most of the time though, the skeleton will be wrapped by a "skin", whether it is for a person, or for anything else. How does the transform for that work, when the skin is not just a texture mapping on to the skeleton, and needs to warp?