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Showing results for tags 'skinning'.
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Hello, I'm using unigine 2.3. I have an object made with 3dsmax which is skinned with the skinned modifier. I'm trying to import the .mesh of the skinned object into the engine. My issu is that I'm loosing the Smooting groups/ Vertex normal information. It works normally if I import de object without the skinning. I would really appreciate any help on this one :)
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I've changed my character from Biped to Cat rig. No problems importing the biped animated character but when I import the Cat rigged character the limbs are doing something totally different!
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Dear Unigine community, I have been given access to the Unigine Developer Community as an evaluator. Thanks a ton. I am eagerly browsing through lots of interesting, at times bewildering stuff. A bit about the indie game I am working on. It is a wargame set in 18th century Europe. The easiest way to describe it is to say that I am aiming for a Rome Total War clone. Don't know if I could make it, but hey, if I didn't try, I'll never know, right? My soldier characters have 4 LOD levels. *LOD 0 : Highest level of detail, 1000 polygons, skinned, animated, mesh. 1024x1024 diffuse, 1024x1024 normal and 1024x1024 specular textures. *LOD 1 : Medium level of detail, 400 polygons, skinned, animated, mesh. *LOD 2 : Low level of detail, 100 polygons, skinned, animated, mesh. *LOD 3 : Impostor object using a 2D sprite. I need thousands and thousands of soldier models to be rendered on screen at the same time as the camera pulls back. Of course at larger distances, the LOD gets progressively less complex until at some point the character transforms into a 2D impostor. Guess what I am looking for is something like the following: http://http.develope...gems3_ch02.html I have gone through the Unigine development logs and found some interesting stuff related to instanced skinned meshes. For example, see: http://unigine.com/d...g/2008/11/26/52 I quote: " November 26, 2008 Recent changes: Instancing of skinned and dynamic meshes Some notes on instancing follows. There is a pool for 64 bones drawn in once, so there is a huge speedup on skinned meshes with simple skeletons. Cloned ObjectMeshDymamic are also instanced, they are drawn by 32 in a batch. Plus there are some performance improvements in instancing of static meshes." I have a few questions and was hoping that the gurus here would give me some pointers: Qn1: Would Unigine (PC version) be able to render tens of thousands of animated characters using the currently available LOD and the skinned mesh instancing technique? Qn2: If answer to qn 1 is yes, are there any available test results one could look at? Thanks in advance. Best Regards S
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- instancing
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