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- One way that you could use the WW3DKit (which is not what I originally
- intended, but...), is as a kind of object oriented key frame animation
- system on steroids. Like anything on steroids, it's a little stupid
- and inappropriate, but it does work.
-
- The WW3DKit was designed to integrate multiple point samples of
- objects gathered from different sources and at different rates. These
- samples come from random sources around the globe, arriving at
- different rates and for a variety of reasons.
-
- The WW3DKit was intended to support both time moving inexorably
- forward (when simulating/animating) and replaying activity back at
- arbitrary sampling rates (when shooting what happened), where the
- system would do all the interpolation and cache the results, so the
- second time through shooting it would play much faster if you looked
- at it again at the same rate. Since the assumption was that if you
- were playing time back all the simulation/animation was done, it
- didn't treat the newly generated (interpolated) samples any different
- than the original samples.
-
- If, on the other hand, you'd like to use the system for doing key
- frame animation, where you freely move back and forth in time, you can
- run into trouble if you set some samples, rewind time, play forward
- (where interpolated samples are being created), and then go in and
- change one of your key samples.
-