View Full Version : animating joints
03-29-2002, 03:15 PM
To animate an arm on my figure, I simply translate from the chest to where I want to start the shoulder. Then I call the rotation function. However, this animation doesn't look realistic, as the shoulder seems like it's rotating on its own, isolated from the upper body. Can anyone refer me to a site or other reference that will enable me animate arms and legs more realistically like the pros do?
03-29-2002, 04:49 PM
The phrase you need to search on is "skinning". Typically, when doing a search, stay away from Quake sites. They believe that "skinning" is texture mapping, not what you're looking for.
03-29-2002, 07:06 PM
go to www.gametutorials.com (http://www.gametutorials.com) , in the tutorials/openGL section you will find many interesting tutorials, one explains how to load and animate quake2 models. you most likely want to use another format for the models, but the code is still interesting to teach you the concepts of keyframe animation.
[This message has been edited by hoshi55 (edited 03-29-2002).]
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