Can we use barycentric interpolation or something quite similar to it to blend these vertexes, especially when we go to map the actual texture and "skin" ?
stephanie-fu
In the next slides there is a sort of more realistic interpolation that might achieve what you're going for - since we aren't interpolating to get values inside the triangle "bone" itself, barycentric interpolation might not be as useful here.
DanteHays
I think this is really interesting. I always assumed that these were issues that animators would have to go over and clean up. I wonder how well this works when objects are more complicated (has a intricate bump map, for example). I could see it potentially causing strange movements on the bump map as the bones move.
Can we use barycentric interpolation or something quite similar to it to blend these vertexes, especially when we go to map the actual texture and "skin" ?
In the next slides there is a sort of more realistic interpolation that might achieve what you're going for - since we aren't interpolating to get values inside the triangle "bone" itself, barycentric interpolation might not be as useful here.
I think this is really interesting. I always assumed that these were issues that animators would have to go over and clean up. I wonder how well this works when objects are more complicated (has a intricate bump map, for example). I could see it potentially causing strange movements on the bump map as the bones move.