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Deformation Algorithm - Technical question doubt

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by miqvp, May 2, 2019.

  1. miqvp

    miqvp
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    May 2, 2019
    Messages:
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    Hello,

    I'm wondering to know how does JBeams applies spatial-deformation to the mesh that represents the car chassis.

    What is the algorithm exact name? They are "Bounded Biharmonic Weights"? "Vertex Lattice"?

    Thanks if someone could provide deep information on that.

    (student of CS)
     
  2. CN877

    CN877
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    @estama may be able to help you with that :)
     
  3. estama

    estama
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    Developer
    BeamNG Team

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    It is a basic mesh skinning method.

    For each vertex of the mesh we calculate a local coordinate system rooted on 4 (or 3 if we can't find all 4 nodes) of the physics skeleton's nodes. Vertex Lattice works in a similar way (by using local coordinate systems).
     
    #3 estama, May 2, 2019
    Last edited: May 2, 2019
    • Informative Informative x 3
  4. miqvp

    miqvp
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    Thank you for the answer,

    But what do you mean with "rooted" on 4 nodes?
    How do you "find" those skeleton nodes from each vertex of the mesh?
     
  5. estama

    estama
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    BeamNG Team

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    The "rooted" means that the local coordinate system is overlaid on the 4 nodes. One node is the local (0,0,0) and the other three are the X, Y, Z axes.

    There are multiple different strategies for finding good nodes like these. The basic constraints (i don't want to write a paper here), are that good nodes should be relatively close to the vertex (you don't want nodes in the back of the car to affect a hood vertex), and they should NOT be degenerate (all in the same line and so on).
     
    #5 estama, May 6, 2019
    Last edited: May 6, 2019
    • Informative Informative x 2
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