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Re: Unity 2.5 for Windows - sooner than you think [Re: ratchet] #271833
06/15/09 10:35
06/15/09 10:35
Joined: Jan 2009
Posts: 290
Poland
LordMoggy Offline
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LordMoggy  Offline
Member

Joined: Jan 2009
Posts: 290
Poland
I like this engine. Once i get around all the learning curves i think i could use the engine.

Re: Unity 2.5 for Windows - sooner than you think [Re: LordMoggy] #271859
06/15/09 13:27
06/15/09 13:27
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Joined: May 2002
Posts: 7,441
yeah, my exporter is getting a bit old. entering the single frame names kind of made sense for vertex animation when you had to be careful that the model doesn't get too big (this idea goes back to my maya exporter) but now it probably would make more sense to use blender's action data instead of having to manually enter animation sequences. would be some work but adding the 1:79 option should only take two or three changed lines so i will look into it.

Quote:
what i don't like a lot is that this plugin don't like hard edges and you have to separate them.
what do you mean? use the edge split modifier, then the hard edges should export fine. hard edges always have to be separated for direct3d anyway internally since direct3d doesn't support anything like smoothing groups.

the only disadvantage is that you have to apply the modifier with the current exporter version. better just do it for exporting and don't save the model that way. this is also something i should fix in future versions. it shouldn't be necessary to apply modifiers. another thing is adding support for bone weights.

Re: Unity 2.5 for Windows - sooner than you think [Re: ventilator] #271939
06/15/09 18:09
06/15/09 18:09
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
Thanks Ventitlator if you can put the 1:79 thing smile

In fact for Hard Edges i talked in terms fo performance !
Caus split Hard Edges means duplicating edges so 3D points, so
more 3D points to apply to math rotations when rotating model ?
Or am i wrong ?
For Bone Weights, i don't mind cau i have A7 Commercial and not Pro and only one vertex per bone is allowed.

Another great idea could be like in Unity : tell WED to import directly a BLender model through your plugin !

Re: Unity 2.5 for Windows - sooner than you think [Re: ratchet] #271950
06/15/09 18:27
06/15/09 18:27
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
vertices always need to be split to achieve hard edges. not matter what. the GPU/direct3d/opengl can't do this in a different way. so blender's edge split modifier is perfectly fine! actually it's perfect because it saves me the work of converting something like smoothing groups to split vertices. smile

i am not sure if split vertices make much performance difference. there are caching mechanisms which possibly could catch this and cause calculations to be done only once for vertices at the exact same position. probably split vertices are a bit slower with animations though since gamestudio does animation in software and probably doesn't have such a caching mechanism.

Re: Unity 2.5 for Windows - sooner than you think [Re: Quad] #271957
06/15/09 19:15
06/15/09 19:15
Joined: Feb 2003
Posts: 204
England
BigDaz Offline
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BigDaz  Offline
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Joined: Feb 2003
Posts: 204
England
Originally Posted By: Quadraxas
Originally Posted By: BigDaz
The British Army are using Unity for it's latest recruitment campaign online.
There's a couple of missions to play with more to come..

https://www.armyjobs.mod.uk/startthinkingsoldier/Pages/Default.aspx


dould not find anything made with, unity, the 3d game is made with Flash... It's pretty neat for a flash game tho..


It's just the driving portion so far, it says Unity as it's loading. It's not particularly impressive but it works.

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