Talk:Parametric animation
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[edit]I'm not an expert in computer graphics, so it would be very helpful if someone could explain the specifics of how parametric animation works; for example, what algorithms are used, how parametric animation has evolved over the years, and so on. — Supaikku 23:13, 20 July 2006 (UTC)
- You will want to be careful with tenses here. It's not clear whether parametric is still in use, or whether a new technique has taken over. If you e-mailed one of the guys at Valve, they should be able to give you some details. --Tom Edwards 12:55, 21 July 2006 (UTC)
I'm afraid the term "parametric animation" is pretty ill-defined and could refer to a number of things. If we're going to be strict about it we could say that it is a blanket term that refers to any animation system that alters animations according to certain parameters - eg, tweening. What is described on that page isn't really related to this - while you COULD write a parametric animation engine that would blend two animations together like that, there are much simpler and faster ways of doing that specific example (splitting the model into a top and bottom half, like Quake 3 does). The problem with saying it's not really used anymore is that at its most basic level it could refer to tweening, which is used almost universally.
So, uh, I have no idea what to do with this page. PianoSpleen (talk) 07:04, 18 May 2008 (UTC)
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