BlackHornet
Member
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Skeleton LODing
Evening,
I didn't find any article in the wiki and nothing within the forums. So I wonder if there is an EE solution for the subjects "problem".
In case of "lots" of skeletal animated objects, an additional LOD system for skeletons would save alot of animation calculation ressources.
Imagine a full skeleton with 3 bones for each finger, and a full facial animation system. In close view / cutscenes this would be needed, but if your away a bit, the finger animations could be skipped and reduced to a hand animation.
Just a thought
Regards
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01-11-2012 09:58 PM |
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impi
Member
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RE: Skeleton LODing
I think I read somewhere this is supported (that close up detailed animations like fingers and facial are disabled at longer camera distances), I hope so anyway.
It would be nice if bones were reduced automatically - for scenes with hundred(s) of animated figures in background etc.
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01-11-2012 10:38 PM |
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Esenthel
Administrator
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RE: Skeleton LODing
please check CSkeleton::disable,disableChildren (they're both used in Game::Chr in company license)
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01-13-2012 03:37 PM |
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BlackHornet
Member
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RE: Skeleton LODing
Thanks
Urbanity Online: http://www.facebook.com/pages/Urbanity-Online/162454237136358
Join the Esenthel IRC Channel @ Freenode: http://webchat.freenode.net/?channels=##Esenthel
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01-13-2012 04:00 PM |
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