Multiple Mesh Parts

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This example shows how a model can be composed of several meshes that can be swapped out for other meshes in your application. The seam between the legs and the torso, have the same vertex coordinates and bone weights, this ensures that they do not come apart when animating. The head and the torso however do not share vertices, instead the meshes penetrate. Setting up a seam where vertices will always match usually looks nicer, but there are times when using penetrating meshes is better. For example, if you have some alien robot character, you may want the arms to attach with a ball and socket look.

Multiple Mesh Parts
Note: This is from maya, not animadead.

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