About skinning and HOS: in offline rendering, we only perform the skinning on the control points for the higher order surface, wether it's NURBS, Bezier patches or subdivision surfaces. We then let the tesselation algorythm treat the surface as it would be static - it does not have to be aware that the model is subject to any kind of deformations.
With enough control points, it usually looks perfectly right and is a lot faster, easier to set up and animate as well, as you only have to deal with a relatively simple model. Although some guys I know here have their control meshes for the subdiv surface at 100.000 polygons... )
With enough control points, it usually looks perfectly right and is a lot faster, easier to set up and animate as well, as you only have to deal with a relatively simple model. Although some guys I know here have their control meshes for the subdiv surface at 100.000 polygons... )