Too much complexity On the way home yesterday…

Too much complexity.

On the way home yesterday, i sketched the required modification to make to the joint generation algorithm to generate normales. And, sadly, i came to a point where the hours of works and analysis involved were too high, taking into account that this technique requires a shader to animate the model (another tricky point). The whole idea of generating everything programmatically is sexy, really, but i’ll drop it for now.

Today, i opened blender 1h30 ago, and here is the result: object is UVed and boned, ready to be animated and will react correctly to lighting.

joint-in-blender-cropped

About generative objects, an old idea is running my brain for a while: it will come back soon!

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