Specifically, properly dealing with the multitude of ways that meshes and bones can be attached in a scene graph required some work. While documentation for the MAX and Character Studio SDKs is provided with those applications, a significant amount of reverse engineering and testing had to be done to adequately support all the functionality offered within them. The following data is presented for informative use only and is not intended to be a metric for direct comparisons to other systems, or for any other purposes. Every link in the Biped translates to a Bone in the NetImmerse system. All links are animated in the motion sequence associated with this sample.
All vertices are either rigid or rigid-blended, with an even balance between the two types.
There was no limit set on the number of influencing bones per vertex, although the default vertex envelopes generated for this model by Character Studio's Physique created vertices controlled by no more than three bones. Studio R2 User's Guide, Kinetix, a division of Autodesk Inc., June 1998.