By myself ive figured out a way to do dynamic animation of meshes without vertex weights.
But now I plan on animating a brute rendering 1 million vert mesh and itll be a humanoid, and I need to get it to walk and act.
With a low poly mesh, you dont need weights as much because the triangles themselves stretch between the limbs, but because this is a hipoly mesh theres no stretching area so I need to graduate the arm from the body and keep the shoulder there just bending a little when the arm moves.
This needs to be in a shader, and im not sure how to go about it, but I think it is possible because I saw a microsoft skinning demo and it had vertex weights.
Can anyone shed some light on the issue for me? - thanks.
dynamic animation with vertex weights
Started by rouncer, Sep 16 2009 08:22 AM
4 replies to this topic
#1
Posted 16 September 2009 - 08:22 AM
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.
#2
Posted 16 September 2009 - 02:57 PM
No takers hey, well all I can think of is a keep 2 bone ids and 2 matrix weights per vert, because in most cases its 2 bones that merge together.
That could work, but is there another way??
That could work, but is there another way??
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.
#3
Posted 16 September 2009 - 04:55 PM
I think most skinning systems go up to 4 bone influences per vert. 2 is probably enough for the limbs, but maybe not for the torso/hips, depending on how complicated your spine is.
Anyway, there should be plenty of google refs on skeletal animation and skinning out there, so do a bit of searching.
Anyway, there should be plenty of google refs on skeletal animation and skinning out there, so do a bit of searching.
reedbeta.com - developer blog, OpenGL demos, and other projects
#4
Posted 16 September 2009 - 07:11 PM
That's near the spot where I decided I'd drop Opengl and start using an engine.
Currently using Blender 2.5, FlashPunk, and Unity.
#5
Posted 17 September 2009 - 07:12 AM
Oh so, I was nearly on the mark anyway... ok thankyou.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.
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