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Forum Index : Everplanes Announcements : Collada Pipeline - Skeletal Animation
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| 17 July 2008 GMT, 16:28:48 |
Collada Pipeline - Skeletal Animation |
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richard
Forum Admin
Joined: 7 April 2008 GMT
Location: UK
Posts: 137
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We have posted a short video on the website to show some of the engine's animation features. It also illustrates the usefulness of the engine's Collada pipeline, which supports skinning, morphing, animation trees and bezier curves.
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| 29 July 2008 GMT, 22:39:56 |
RE: Collada Pipeline - Skeletal Animation |
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zombie13333
Joined: 29 July 2008 GMT
Location: California
Posts: 7
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Nice! Great work! I can't wait till this engine is released, I hope theres a beta coming out soon.
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| 10 August 2008 GMT, 06:58:14 |
RE: Collada Pipeline - Skeletal Animation |
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raven67854
Joined: 9 April 2008 GMT
Location: Virginia, USA
Posts: 9
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Nice work on the engine. I really like the Skeletal Animation ;).
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| 5 October 2008 GMT, 16:55:18 |
RE: Collada Pipeline - Skeletal Animation |
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idril
Joined: 12 May 2008 GMT
Location: France
Posts: 10
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detail of your model ??? (poly, bones number etc...)
Quote: Nice work on the engine. I really like the Skeletal Animation ;).
yesss! me too!
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| 7 October 2008 GMT, 09:55:47 |
RE: Collada Pipeline - Skeletal Animation |
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dennis_l
Forum Admin
Joined: 9 April 2008 GMT
Location: UK
Posts: 26
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The model shown, 'Calamity Jane' was reproduced by kind permission of Michael McKinley from his book "The Game Animator's Guide to Maya".
The model was developed from his tutorial and has 8274 tris with about 80 joints. We used the model as part of our testing of the Collada pipeline from Maya.
For an actual game model, I would tend to drop the poly count a little and have 2 ro 3 LOD levels.
The engine supports soft and rigid binding. This particular example uses soft binding with Max influences set to 3 and Drop off set to 7.7 [Edited by dennis_l - 7 October 2008 GMT, 14:32:54]
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| 7 October 2008 GMT, 14:02:04 |
RE: Collada Pipeline - Skeletal Animation |
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idril
Joined: 12 May 2008 GMT
Location: France
Posts: 10
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hoooo video 100% "in game or in browser Game :p"! whaou!!! (Fps ? not in the video! fps just when u play with.. ;))
very great !!!l "you Have gold in your hand ..."
100 x models (2000 poly ~50 bones) - line of sight = how many fps
40 x models (calamity jane lol) - line of sight = like ^ [Edited by idril - 7 October 2008 GMT, 14:21:36]
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| 7 October 2008 GMT, 17:42:16 |
RE: Collada Pipeline - Skeletal Animation |
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dennis_l
Forum Admin
Joined: 9 April 2008 GMT
Location: UK
Posts: 26
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Quote:
100 x models (2000 poly ~50 bones) - line of sight = how many fps
40 x models (calamity jane lol) - line of sight = like ^
It is very difficult to make predictions, there are simply too many variables. I would imagine the quantities you mention would be possible with use of LOD.
The way to approach this is to realise there is a fixed poly/texture budget for a scene and you can spend it as you wish. That is, a few relatively high poly models or a greater number of of lower poly models with LOD. The whole situation is as much a function of the graphics card as the engine itself.
To be honest, this aspect of the design is not our prime focus at the moment. That focus is the launch of the beta version. As I have said, there are a number of optimisations we would like to address in the future, but the priority at the moment is to get the ball rolling.
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| 8 October 2008 GMT, 00:28:37 |
RE: Collada Pipeline - Skeletal Animation |
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idril
Joined: 12 May 2008 GMT
Location: France
Posts: 10
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ok.
(thank you for your honesty, dennis_l)
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