Currently max bone influences is limited to 2 I'm guessing that's what's causing the issue. Perhaps you can just remove the green triangles underneath the shell?
The shell is a seperate mesh object ?
Check the shell mesh`s vertex weights for skinning
and also another tip you might want to remove the
body that the shell conceals if you really dont need it .. I usualy split my meshes like torso head
legs and hair so i could also just hide some meshes
which have clothing very close to the surface of another mesh
yes there is more than 3 bones. it would be good to fix this restrictions for this good engine. i like rendering. but this issue is so sad
>>The shell is a seperate mesh object ?
yes
>>Check the shell mesh`s vertex weights for skinning
in other engine(Gamestart3d) animation is ok
>>and also another tip
and what about right side picture?
Thank You
(This post was last modified: 09-24-2013 11:48 AM by andrake.)
I see this . But a simple problem to solve
like i said the same thing esenthel said ..
Remove the body part concealed by the shell
if you dont need it but if you do like plan on
removing the shell during game i recommend
you split the body part the shell conceals so you
can just hide unhide it if you need to ...
Its your choice ..
I'm curious. What's wrong with a 4-bone influence (as in Ogre engine, if I'm right), additionnal computations which could be saved ? Is it really perceptible as overload ?
is it possible to make swither(2 or 3) in engine settings or as flag in api.
thats really good fps on android devices for current settings for my animatins.
as i remember(on other engines) animation can slow down application wery well on mobile devices.
(This post was last modified: 10-11-2013 07:31 AM by andrake.)
(10-11-2013 03:15 AM)Esenthel Wrote: For most cases 2 influences were enough, while 4 I think is overkill.
Each influence is extra 2 vector*matrix transformations per vertex.
I'm thinking of sticking with 2 influences for mobile devices.