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1.0.0:custommesh [2023/03/23 13:49] – [Add Material] admin1.0.0:custommesh [2023/03/23 13:53] – [Add a Skin-Animation] admin
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-=== Vertex Groups ===+=== How To Use Vertex Groups ===
  
 VertexGroups are helper structures referring to an owner mesh, which holds original vertex data and complete indices list, while this structure only holds a separated index source for partially rendering a mesh. VertexGroups are helper structures referring to an owner mesh, which holds original vertex data and complete indices list, while this structure only holds a separated index source for partially rendering a mesh.
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 end; end;
 </file> </file>
-=== Add Material ===+=== Add Material ===
  
 To expand the dynamic model setup, let's add a material to our sub-mesh. To expand the dynamic model setup, let's add a material to our sub-mesh.
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 </file> </file>
  
-==== Add Animation ====+=== Add A Simple Animation ===
  
 Adding animations can become a very challenging part due to complexity. Adding animations can become a very challenging part due to complexity.
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-==== Add Armature & SkinController ====+=== Add Armature & SkinController ===
  
 To make skin- or skeleton-animations possible you will need an armature with a hierarchy of joints representing the internal skeleton of a body. To make skin- or skeleton-animations possible you will need an armature with a hierarchy of joints representing the internal skeleton of a body.
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 end; end;
 </file> </file>
 +
 +=== Add a Skin-Animation ===
  
 To animate the armature and it's necessary to have compatible animation stages and interpolators. To animate the armature and it's necessary to have compatible animation stages and interpolators.
  
-Regarding our skin-animation example, the code could look something like this:+Related to our armature and bones before, the code could look something like this:
  
 <file pascal> <file pascal>
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 __NOTICE:__ You will need a stage for each joint to be modified during the animation. __NOTICE:__ You will need a stage for each joint to be modified during the animation.
  
-==== Create FMX Components from Definition ====+=== Create FMX Components from Definition ===
  
 <file pascal> <file pascal>