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1.0.0:custommesh [2023/03/23 13:53] – [Add a Skin-Animation] admin1.0.0:custommesh [2023/03/23 14:01] (current) – [Create FMX Components from Definition] admin
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   LCtrl.Skin.Skeletons.Add(LJtRef);   LCtrl.Skin.Skeletons.Add(LJtRef);
  
-  // We have to link all relevant joint to the skin and add weights and joint-indices+  // We have to link all relevant joint to the skin and add weights and vertex-indices 
 +  // "Weights" and "Indices" arrays has to have the same size. 
 +  // The sum of all weights (over all joints) for a specific vertex has to be 1.0!
   LJtRef := LCtrl.Skin.LinkJoint(Result.Root);   LJtRef := LCtrl.Skin.LinkJoint(Result.Root);
   LJtRef.Weights := [0.75, 0.75, 0.75, 0.75, 0.25, 0.25, 0.25, 0.25, 0, 0, 0, 0];   LJtRef.Weights := [0.75, 0.75, 0.75, 0.75, 0.25, 0.25, 0.25, 0.25, 0, 0, 0, 0];
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 === Add a Skin-Animation === === Add a Skin-Animation ===
  
-To animate the armature and it's necessary to have compatible animation stages and interpolators.+To animate the armature it's necessary to have compatible animation stages and interpolators.
  
-Related to our armature and bones before, the code could look something like this:+Related to our armature and bones (joints) before, the code could look something like this:
  
 <file pascal> <file pascal>
Line 607: Line 609:
  
 === Create FMX Components from Definition === === Create FMX Components from Definition ===
 +
 +After we have build our TModelDef object, we can visualize it easily by pushing it into the **TGorillaModel.LoadNewModelFromDef()** method.
 +It will take care of all necessary actions and will automatically build all FMX components for you.
  
 <file pascal> <file pascal>