by Jojon » Mon Jun 09, 2008 11:39 am
The basic thing is not complicated at all in Blender: bunch a handful of vertices into a vertex group and name the group the same as a bone -- that alone will make the vertices in the group follow that bone around. The "weight" you assign to vertices determines how strong the effect is; a weight=1 vertex will be pinned to the bone, whereas a weight=0.5 will follow it half the distance. We may be subject to a DirectX limitation of max. 4 bone influences per vertex, which I doubt should prove troublesome.
Since we can map video sources onto planes in Blender, rotoscoping may turn out to be less of a chore than we expect -- especially since, in the case of human motion, we may mostly be talking about short avatar action animations. (although those will probably have to begin and end, smoothly blending with a given idle state -- then again; for that we will have a ready-made, given armature... :)