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I am sorry, but I have another issue on world streaming: right now more or less everything is streamed except skinned animations (which might also consume large amounts of memory when it comes to realistic/complex character animation) ! 

 

Simple idea would be to include animation references e.g. by adding a  list of required animation files directly to ObjectMeshSkinned, so these animations could also be loaded asynchronously in the background on node file loading ? Something like

<node id="56491540" type="ObjectMeshSkinned">
   .....
   <animations>
       <animation name="anim1">filepath1</animiation>
       <animation name="anim2">filepath2</animiation>
   </animations>
</node>

Of course system should cache animations shared by multiple ObjecMeshSkinned instances and keep them in memory as long as at least one instance is referencing a specific animation, but this shouldn't be a too big thing to implement (most probably somewhere in WorldManager class I would guess).

 

Having such a list of attached animations per ObjectMeshSkinned would also allow much better testing within UNIGINE editor ! Right now only one animation can be manually specifed and played.

 

@UNIGINE: would this make sense ?

 

It can be possible only on case of manually edited .node file.

Moreover all ObjectMeshSkinned methods can be run via Async class.

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It can be possible only on case of manually edited .node file.

Moreover all ObjectMeshSkinned methods can be run via Async class.

 

Hm, I not sure if I really got the message of your answers, but it sounds like: animation handling including loading/management of animation files can/has to be done manually by user script code, which is of course possible.

 

Nevertheless my idea was to extend ObjectMeshSkinned implementation to include references to required animation files so all loading/unloading of animations could be done automatically by the engine like for other resources (e.g. textures, images).

 

But there might be some reasons why such an extension is not very usefull (e.g. maybe because playing/mixing animations has to be done by user code anyway)

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