Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Typical Object Limb Count

Author
Message
Sixty Squares
18
Years of Service
User Offline
Joined: 7th Jun 2006
Location: Somewhere in the world
Posted: 3rd Apr 2007 15:36
I figured I should ask the modellers on this board... What is the typical limb count for an object? How many limbs do character objects tend to have? How many limbs to world objects tend to have? I'm just curious, as I may need the information for what I'm working on.

Thanks,
-Sixty Squares

indi
22
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 3rd Apr 2007 18:34 Edited at: 3rd Apr 2007 18:36
Quote: "What is the typical limb count for an object? "

thats a relative question pertaining to the objects usage and the game style
dont forget about the root limb

Quote: "How many limbs do character objects tend to have? "

a simple limbed sequence for a humanoid might look like this

head
chest
arm L
forearm L
hand L
arm R
forearm R
hand R
thigh L
thigh R
shin L
shin R
foot L
foot R

completely limbed characters will have visible limb tears along where the two 3d objects over lap.
this does not apply if the limbs do not overlap organically like robots or non organic objects and technology.

partially limbed characters might have limbs but hidden from view.
eg legs not attached to barbarian with kilt hiding the unattached legs but still positioned in correct anatomy position.

limbed objects or non organic objects are best for limbs, that rule of thumb can be broken however at times.

limbed buildings can be exploded into the limb chunks or collapsed onto each other in an animation.

Its relative to what the game is going to be like, in regards to the technology it wants to deploy as well as the game play.


Quote: " How many limbs to world objects tend to have?"

always best to reduce when not required.
save your final model with all the bells and whistles in the native format.
collapse all the limbs except the animated ones.
export the model.
dont save the collapsed . discard that save,
this saved your workfile with all its limbs in case you need to re edit limb collapsing.
skyscrapers are basically cubes as much as buildings you cant enter with might only have one limb per chunk, unit, or building.


If you want solid evidence on your computer for fps and polygon amounts plus limb amounts etc..



future 3d modeling for games with heavy physics


Sixty Squares
18
Years of Service
User Offline
Joined: 7th Jun 2006
Location: Somewhere in the world
Posted: 3rd Apr 2007 19:24
Okay I see. Thanks, indi. More responses still welcome.

Login to post a reply

Server time is: 2024-11-26 10:41:17
Your offset time is: 2024-11-26 10:41:17