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Performance problems using a model animated with JimmyRIG
#343438
10/06/10 12:40
10/06/10 12:40
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Joined: Aug 2005
Posts: 14 Bayreuth, Germany
swerning
OP
Newbie
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OP
Newbie
Joined: Aug 2005
Posts: 14
Bayreuth, Germany
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Hi all, we just started using JimmyRIG ( http://www.origamidigital.com/typolight/index.php/what-the-rig.html) to automatically rig and animate models using free mocap data which works quite well (it's the only tool I know that does this, anyway...). I animated a free model from Turbosquid which has ca. 30000 faces and ca. 180 keyframes that JimmyRIG exported. I imported it into MED as an FBX file and the frames etc. look alright. However, when I use the model as a player model with a WALK animation in a very simple environment, the framerate goes down to 3-4 frames (on a decent PC that can run recent commercial games without problems). Of course, I would reduce the polygons for using the model in an actual game but I would have thought, that 30k faces should not be a problem (there were no other MDLs and only a few blocks in the level). Therefore, I am wondering whether a single model should not have that many polygons or whether I need to reduce the number of keyframes. You can download and test the animated model at http://www.woofiles.com/dl-208646-dZiNvEZ6-SamusHIGH.mdl.I would be grateful for any hints on how to use these models in a game project and avoid these performance problems. Thanks and best regards, Stefan
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Re: Performance problems using a model animated with JimmyRIG
[Re: swerning]
#343440
10/06/10 12:46
10/06/10 12:46
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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that's probably a bug in your script, not the model. 30k polys should not be a problem.
So it will probably more helpful if you upload that simple environment and your script.
3333333333
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Re: Performance problems using a model animated with JimmyRIG
[Re: swerning]
#345036
10/22/10 18:51
10/22/10 18:51
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Most games aren't very CPU intensive since the stuff that runs on the CPU generally isn't scalable (essential gameplay and logic), and their minimum requirements need to be fairly low.
Point being, animation is by default performed on your CPU, and animated vertex counts will have a direct effect on your performance, and your CPU probably isn't very fast (even if your PC can handle beastly games).
Use a bones-animation shader to move animation onto the GPU. Look up matBones in the manual.
Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: Performance problems using a model animated with JimmyRIG
[Re: JibbSmart]
#345050
10/22/10 19:29
10/22/10 19:29
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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btw that model is not 30k faces, it has all lod steps in single model and has alot overlapping model parts.
3333333333
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Re: Performance problems using a model animated with JimmyRIG
[Re: Quad]
#345695
10/28/10 20:15
10/28/10 20:15
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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btw that model is not 30k faces, it has all lod steps in single model and has alot overlapping model parts. Each LOD of the model has 100% of the first LOD. 30.000 faces animated versus not animated makes big difference in performance. The model is way to highpoly and not worth to be used. As Quadraxas mentioned, many overlapping faces. A good modeler could make it with 1.500 faces. Look for a better model and try it again.
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