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Re: What's next?
[Re: broozar]
#96852
04/23/07 23:23
04/23/07 23:23
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Joined: Mar 2004
Posts: 15
FinalGod
Newbie
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Newbie
Joined: Mar 2004
Posts: 15
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Quote:
as an LW user, it shouldn't bother you, does it? what does it bother a blender, c4d, xsi, max, ... user? what's a good animation worth if the model can't be lit properly and can't throw usable shadows?
What does matter that shadows are a more simple part than rework 50-200 Character-Models of a game for us developers? Its a s_h_itt task to rework that amound of models if Gamestudio once get Vertex-Weighting, and it is since longer time a standart in most Games than things like softshadows, which are anyway for many not useable becource the performancebrake. Gamestudio should not get features that come in the last 3 years, it should get that features that are long time here but conitec was not able to integrate it right into Gamestudio. They did bring simple Boneanimation where vertex-Weigted Bones are on most other engines standart-if bringing a "feature" than should it be up-to-date and not like Conitec it does. So why wishing for new things and not rework the old "errors"?
Its offtopic but thats the same with MED-drop it Conitec, better make for Gamestudio optimized tools to export from REAL modeling packages. MED is a joke, so why waste development time with it-we need this time more in the Engine itself, becource Gamestudio lacks a lot of features. C-Lite-for what was that needed? For sure it was not that strongly needed like other things. Decals for bulletholes or blood on an Characters? Other Engines can do it, when will Gamestudio be able to handle this? Shaders on levelblocks? -Again they did implement something like usage of shaders, but somehow not complete... And monthly updates would also be a nice "feature", its [censored] to wait what in the next update was how (often bad) implementated-anyway its usualy not the things we could really need.
... but who needs today softshadows, working shaders, vertex-wheigts, decals, better lightining if you can run gamestudio from visual studio with a new scripting language. Maybe A7, for A6 i was waiting for years to get such things and got a bone system in which Charactermodels with above 5000Tris looks more ugly when they move, if you can have VisualStudio compatibility - for what ever...
Last edited by FinalGod; 04/23/07 23:33.
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Re: What's next?
[Re: FinalGod]
#96855
04/24/07 11:00
04/24/07 11:00
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Joined: Jun 2005
Posts: 4,875
broozar
Expert
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Expert
Joined: Jun 2005
Posts: 4,875
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may i ask you why you need to rework your models? which tools and which workflow do you use?
the MAX2mdl plugin converts the bones animations to vertex ones automatically, the blender exporter offers you both possibilities(bones and vertices), about lw i don't know, but c4d does the same with it Xport tool, and even as a last resort, you can export your animations as a series of 3ds models and merge em together im MED, works as well. there is no need to rework anything, it's just a matter of converting the (weighed) bones animations from you favourite tool into simple vertex animations without losing the look. there is no way to do anything similar with shadows.
besides, there is no need to use such kind words as you do to describe your problem.
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Re: What's next?
[Re: broozar]
#96858
04/24/07 15:14
04/24/07 15:14
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Joined: Mar 2004
Posts: 15
FinalGod
Newbie
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Newbie
Joined: Mar 2004
Posts: 15
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Dunno how you work, or how you models look or what your are aiming for a polygon count on your models, but making the movement parts of a model with 1 vertex weight ist completly different than that with multiple weights. Maybe i have to repost the picture from alienheretic so that you can see the difference, or show me one of your models how they look with that kind of animation, but if you go for 5000 or more tris i would REALLY be interested how you would animate this with only 1 weight. Hard corners on every arm, knee, or every other modelpart or do you use for every vertex 1 bone? (joking) And of cource i dont use the max2mdl plugin becource its outdated. And iam talking here about BONEANIMATION and not VERTEXANIMATION. That it is working very well with pure vertexanimation that know we all (i hope), but tell me 1 (one) game from the last years which did not use boneanimations for character models. Hope i have not to go and tell the advertages of bone vs vertex - dunno how good your knowlegde in this area is. Mine is very well and everyone knows that on character starting from 2500 tris upwards, weighting is more and more needed. Even on fingers it is today usual to weight the vertexes to get smooter movement.
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