arcticPigs release V1.0 helpefiles 非公式日本語版 |
技術に関する簡易解説(A short technology primer) |
The arcticPigs viewer is a very advanced rendering engine for real time applications. There are several areas where the viewer truly shines.
Surface Rendering Engine
The arcticPigs viewer uses a spline-based definition for its surfaces. Through
intersecting splines, patches can be formed. At runtime these patches, which
describe a curved surface, will be transformed to a polygon-based surface.
A single patch can create an infinite amount of polygons. The more polygons,
the more perfectly curved the surface will look. The speed of your PC and
graphics card will determine the number of polygons that are generated from
each patch. There are a lot of advantages to using this method. One main advantage
is that when you zoom in on a small part of the model, less patches will
be in view so the viewer can generate more polygons for each patch that is
still visible. Most other real time 3D viewers on the web will not allow the
user to zoom in really close as the polygon based nature of the models then
becomes apparent. With the arcticPigs viewer this is no longer an issue as
zooming in automatically generates more 3D detail. Another advantage of this
data format is the small download size of the models. You typically only
need to send the data of 2000 patches to define a model, which can then be
rendered as a 100,000 polygon model within the viewer.
Animation Engine
The animation capabilities that are supported internally to the 3D arcticPigs
viewer are truly the cream of the crop and at current writing unique for a
real time viewer. The viewer can handle constraint systems as usually found
only in top of the line animation packages. The arcticPigs viewer handles
all constraints internally and in real time. The viewer can handle AimAt,
AimRollAt, RollLike, OrientLike, Kinematic, Path, TranslateTo, SphericalLimits
and EulerLimits. You can have multiple constraints per bone. Most of these
constraints also have an animatable offset to the target and also an animatable
enforcement percentage. Some of these features are sometimes referred to as
non-linear animation. The IK constraint can handle other constraints within
the IK chain so you can have for example knee targets to control the leg IK
movement. There are infinite ways in which you can group effectors and constraints
internally. You can blend different actions in real time, even if each action
contains its own set of constraints. The power of the constraint and animation
engine mean that once you rigged your model and set up all the internal constraints,
you can generally animate the whole character using only a few target bones.
This translates into phenomenally small file sizes for actions in the arcticPigs
viewer. Typically you can do full character animation (movements and lip
syncing) at 1kB of data per second of animation.
オリジナル 02.07.17/日本語訳 02.08.02 |