Törni 0 Posted June 23, 2007 Which is a "correct way" of defining selections. 1) overlapping so that entities belong to several selections simultaneously -> otochlaven (gun) is also included in selection otocvez (turret) etc. 2) separate so that each part belongs only to one selection Both seem to work if skeletons are ok. Common sense would pick option 2 (then there would not be any unnescessary calculations as the model is animated), but BIS example vehicles (which I downloaded) use the method 1 (the overlapping selections)...??? Share this post Link to post Share on other sites
wheres my rabbit ? 10 Posted June 23, 2007 well as the gun also has to rotate with the turret it has to be part of that selection aswell Share this post Link to post Share on other sites
Törni 0 Posted June 23, 2007 So I thought first too, but no it has to be not. The skeleton hierarchy moves the gun even if it left as a separate selection. If you include it in both selections, common sense would say that there is unnescessary location info passed around as the turret selection and skeleton both pass location info for the gun. EDIT: I did not make difference between memory points and geometry here since the same principles work for the both of them. Wish someone from BIS would give a definite answer to this. Share this post Link to post Share on other sites
armored_sheep 56 Posted July 3, 2007 It is a matter of animated skeleton bones hierarchy. In OFP the selections overlaped, to build dependency. In ArmA skeleton is defined in model.cfg, so selection of bones don´ t overlap. http://community.bistudio.com/wiki/Model_Config#cfgSkeletons Share this post Link to post Share on other sites
Törni 0 Posted July 6, 2007 Quote[/b] ]It is a matter of animated skeleton bones hierarchy That's how I figured it out too. Based on common sense and experience of other 3D-stuff. Share this post Link to post Share on other sites