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3 Dimensional Chat / Question about Bones/Joints

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AFishStudios
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Posted: 27th Jun 2009 09:05
I'm currently working on a game where there will be a large amount of characters on screen, and I'm wondering if the bones will cause lag.

So the question is, if my animations are baked, does it matter how many bones I use?
JLMoondog
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Posted: 27th Jun 2009 09:06
Baked animations? Not sure I understand what you mean by that.

AFishStudios
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Posted: 27th Jun 2009 09:21
erm hopefully I say this right, but it's when you bake the mesh to the bones. So when you export, the mesh follows the bones movement in the keyframes.
lazerus
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Posted: 27th Jun 2009 14:24
Quote: "erm hopefully I say this right, but it's when you bake the mesh to the bones. So when you export, the mesh follows the bones movement in the keyframes."


What program are you using, since i never knew you could bake animations, stands to reason you could, since you can per-poly animate but ive never know a prgram to actually turn the bone movements to frames. Oh and as for the bones vs lag. I would still recommend having the bones since you cant implement ragdoll and a few other physics based black magiks lol. You would also have to solve the annoying problem for fpsc(you are using fpsc?) where the model would sink into the ground.

the bones themselves shouldnt casue that much saying that though.


Freedom has always had a price... Most will never know it, Some will pay your dept,
JLMoondog
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Posted: 27th Jun 2009 15:16
Do you mean rigging? Never heard of the term 'baking' when it's dealing with animation.

Though to answer your question, I wouldn't worry so much as all the animated meshes giving you slow down, but all the characters in general being rendered at once. A good LOD can fix that. You can even build a LOD for animation.

AFishStudios
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Posted: 27th Jun 2009 15:40
Quote: "What program are you using"


Baking is what I've learnt in Maya. Now im using Blender. Basicly it just replaces all the tweens into frames. Most plugins have it built in, the fbx for Max and Maya as the option to enable or disable it. I'm pretty sure it still keeps the bones.

Btw I'm using DarkGDK for the programming.

I think it will be fine if I don't manipulate the bones, say for example i program a tween blend between animations, if i have 40bones that's a lot of calculations and if theres 50 guys that's 2000 bones to calculate the movement for XYZ to move from A to B smoothly. Since I won't be doing that I think I'm okay

Please Correct me if im wrong.
JLMoondog
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Posted: 27th Jun 2009 17:08 Edited at: 27th Jun 2009 17:11
If your exporting the animations, from experience, that's all pre-calculated. So there is no computing needed. Your program will just grab the right frame in sequence and render the model.

Unless your trying to accomplish a more realistic approach by interpolating movement based on a character's situation and reactions. This was done in the new Indiana Jones game. They showed off some demos of this a while back. You could put a character within a situation, and he would react in a realistic fashion and movement, instead of rendering pre-determined animations. It was very kul stuff.

Here's the video:
http://www.gamerevolution.com/goodie/movies/euphoria_physics_engine

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