andrey.ershov Posted July 18, 2012 Share Posted July 18, 2012 Hello, can i use baked animation from 3ds max in unigine without using bones? Link to comment
andrey.ershov Posted July 18, 2012 Author Share Posted July 18, 2012 Ok, thx, will it possible in future? Link to comment
ulf.schroeter Posted July 18, 2012 Share Posted July 18, 2012 don't think so: Unigine animation = Skinned mesh with Bones or individual nodes with some inter-nodes WorldExpressions Link to comment
manguste Posted July 19, 2012 Share Posted July 19, 2012 Just like Ulf said, at present moment only skinned animation is supported. As for objects movement and rotation, Tracker can be used. Link to comment
alexei.garbuzenko Posted July 25, 2012 Share Posted July 25, 2012 Sad to say, it was possible several years ago with special object type but later support was removed completelly. Link to comment
ulf.schroeter Posted July 25, 2012 Share Posted July 25, 2012 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. Link to comment
manguste Posted July 31, 2012 Share Posted July 31, 2012 @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. Link to comment
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