Its based on the idea that the skeleton inside of a creature controls the flesh. Imagine shooting a creature in the head, the bone that controls the head snaps back causing the shoulder bones to rotate which in turn affect the arm bones and so on. This animation is then blended with the original characters animation, such as a run cycle or shoot sequence. The end result is an extremely believable animation that is different every time. Texture maps support 8 bits of alpha transparency.
Geometry supports material-level transparency.
Particle generators can spawn texture-mapped billboards and points utilizing a variety of effect parameters. All textures filtered using bi-linear interpolation to minimize texel jaggedness as the camera approaches a textured object. Anisotropic filtering also available. Akula Internet Publishing Inc. All rights reserved. Terms , Conditions and privacy information .