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Showing results for tags 'bones'.
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We often have problems with bones not updating unless they are in the view frustrum. eg we attach cameras to bones for animated cameras. Could a tick box be put in the smesh playback panel in the editor, that forces the bones to update, whether they are in view or not. Thanks
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Hello! In the documents of the engine has written: «Bone-based animation is good for animation of mechanical objects or characters (as a whole) for a long period of time. It is efficient, as it is often computed by the GPU (GPU skinning). The GPU skinning has a limitation of 4 bones per vertex and 64 unique bones per surface, which is usually sufficient.». There is a question: is it possible to overcome the restriction of quantity of the bones per some mesh by means of parting that mesh on several surfaces? For example: we have a mesh with 110 bones. Is performance be improved if it will be parted on two surfaces with 64 and 46 bones? If no, is it possible to use CPU skinning and will it be efficient? And another question: is those demands are actual for DirectX 11? Thanks in advance!