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Animation by deformmesh
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Gian-Reto Offline
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Post: #1
Animation by deformmesh
Hi

I have a simple question: Is it possible to use deform meshes in EE for Animations? My pals used a deformmesh to animate my latest character, but if no matter wheter I import it as .obj or .dae, There is no animation I could see.

Also, when imported as Dae, the deformmesh looks weird, and the character is in the T-Pose instead of the initial animation pose.

Is it me doing something wrong, or are deform meshes simply not working in EE?
05-12-2012 12:47 PM
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Esenthel Offline
Administrator

Post: #2
RE: Animation by deformmesh
Hello,

I recommend OpenCollada DAE plugin and latest FBX plugin.
Only skeletal animation is supported.
Morh based animation is not supported.
What you mean by deform mesh I'm not sure.
Please check the documentation
http://www.esenthel.com/wiki/index.php?t..._Importing
http://www.esenthel.com/wiki/index.php?t...ada_Export
.obj does not have animtions, mainly .dae and .fbx should be used
05-16-2012 11:46 AM
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Gian-Reto Offline
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Post: #3
RE: Animation by deformmesh
Hi Esenthel

Deformmesh, as far as I got it, is a way of deforming another mesh in Blender by a Special mesh which contains the bones. Seems to make it easier to apply the same skeleton to different meshes, and get around the hassle of doing weight painting.

But I'll let my pals know that they need to use normal bones instead of the deformmesh.


Thanks again for the clarification

Gian-Reto
05-16-2012 11:10 PM
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sivan Offline
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Post: #4
RE: Animation by deformmesh
yes, Blender has this special feature: http://www.blender.org/development/relea...sh-deform/ but I'm not experienced in it at all.
probably the result is a vertex animated model (which is possible to be used in an other game engine I'm also using, and has a better performance than bone animation (except when bone animation shader is applied), beside higher memory consumption, very practical when a lot of similar models are animated, and animation does not need to be flexible/blendable).
(This post was last modified: 05-17-2012 10:51 AM by sivan.)
05-17-2012 10:50 AM
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Gian-Reto Offline
Member

Post: #5
RE: Animation by deformmesh
Okay, the part about no blending of animation kind of rules it out.... I mean, that would mean a lot more animations needed for comined actions, which means higher memory consumption again, right?
05-17-2012 11:33 AM
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