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Yep, already existing UNIGINE MeshMorp support including 3DMax export was removed 2008/9. I asked for re-activation last year, but unfortunately got no positive feedback from UNIGINE.

 

From my point of view its a 'shame' as there are numerous use cases were such morph animation is the perfect choice and hard/impossible to achive with bone animations. Key argument for removal was huge memory footprint, but usage/non-usage of such feature should be a user decision (nobody would be forced to use MeshMorp, but now everybody is forced to look for alternatives due to removed feature without provisioning a better alternative....).

 

Maybe if there are more community requests UNIGINE might be willing to reactive the MeshMorp code.

 

post-82-0-59444300-1343214902_thumb.jpg

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@All,

 

Thank you for your feedback. Yes, we know that mesh morphing is kind of missing, but with other development features on hand it won't be implemented in the near future for sure. But we keep a tab on this feature, we really do.

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