3 registered members (Akow, AndrewAMD, Quad),
733
guests, and 2
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: unity 3
[Re: ventilator]
#349812
12/11/10 10:39
12/11/10 10:39
|
Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
|
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
|
The problem with vertex animation is that it uses way too much memory. When we export our character models from bones to vertex animation for Gamestudio it is way too big. So I would recommend bones for as much as you can do with it. When you really need facial animation then morph animation are a good alternative and as far as I know, morph and vertex animation are the same technique. But I also know some games using bones for facial movement, though morphs are more common.
But this also means: Ratchet is right that you can create a prototype easily most of the time with bones, morphs are often only needed to create the additional details in the end. But really, a pulsing heart or a facial move can be done with bones as well.
Models, Textures and Games from Dexsoft
|
|
|
Re: unity 3
[Re: Machinery_Frank]
#349819
12/11/10 11:38
12/11/10 11:38
|
Joined: Oct 2006
Posts: 1,245
AlbertoT
Serious User
|
Serious User
Joined: Oct 2006
Posts: 1,245
|
memory consumtption is an issue of morphing (vertex) animation but there are even more important dtrawbacks #1 animation blending You can blend two animations but it is not that easy #2 animation transfer You can not transfer the same animation to other modes ( ex .bvh files)
On the other hand I doubt that skeleton animation is a good solution for organic animation even for prototyping You must use a lot of bones In my opinion the best solution is to mix skeleton amd morphing animation in the same frames The former for general movements the latter for details
Last edited by AlbertoT; 12/11/10 11:46.
|
|
|
Re: unity 3
[Re: Pappenheimer]
#349832
12/11/10 14:37
12/11/10 14:37
|
Joined: Sep 2007
Posts: 1,093 Germany
Toast
Serious User
|
Serious User
Joined: Sep 2007
Posts: 1,093
Germany
|
From what I heard you have to use many bones or morph targets in Unity right now (just search in their forums to get some code / ideas). One may hope for an upcoming update - in their forum they asked for ideas about the animation system and how it should be improved so there might be some updates on this topic with an upcoming release ( LINK)... The source engine uses some sort of special animation system and thus no standard bones or something like that. They've also extended that system over time making it a quite complex thing which sort of simulates a face's muscles...
Last edited by Toast; 12/11/10 14:40.
|
|
|
Re: unity 3
[Re: Toast]
#349908
12/12/10 08:52
12/12/10 08:52
|
Joined: Sep 2005
Posts: 980 Aue, Sachsen, Germany
Wicht
User
|
User
Joined: Sep 2005
Posts: 980
Aue, Sachsen, Germany
|
After the trouble at Garagegames/Instantaction, i played a little bit with Unity. But what i got was unacceptable logic. Example:
function OnGUI () {
if (GUI.Button (Rect (10,10,150,100), "I am a button")) {
print ("You clicked the button!");
}
}
With "if (GUI.Button (Rect.... " i should normally examine, if the object was created successfully or not, but not to get a click-event. By the way: I tried the mouselook-Example from the manual.
// Performs a mouse look.
var horizontalSpeed : float = 2.0;
var verticalSpeed : float = 2.0;
function Update () {
// Get the mouse delta. This is not in the range -1...1
var h : float = horizontalSpeed * Input.GetAxis ("Mouse X");
var v : float = verticalSpeed * Input.GetAxis ("Mouse Y");
transform.Rotate (v, h, 0);
}
You want to see the result? Click here Sorry, but Unity is not the Holy Grail.
|
|
|
Re: unity 3
[Re: Wicht]
#349916
12/12/10 11:36
12/12/10 11:36
|
Joined: Oct 2006
Posts: 1,245
AlbertoT
Serious User
|
Serious User
Joined: Oct 2006
Posts: 1,245
|
I agree As far as the programming logic is concerned Unity3d is not the best The if(GUI.Button ... line is called twice for each frame the first time to check if the button has been created the second time for the click event It is not logic More over the documentation is really poor for a 1500 usd engine See for example my post about vertex manipulation I was wrong, ok, but if you go through Unity docs and tuts , well it is not that evident Well if you come from Torque ,the lack of doc should not be a problem for you However the Unity3d strong points are speed and reliability not to mention the fantastic editor I tested many other new engines : Leadwerks, game core, dxstudio, visual3d ... None of them can compete with Unity
Last edited by AlbertoT; 12/12/10 11:37.
|
|
|
Re: unity 3
[Re: AlbertoT]
#349917
12/12/10 11:43
12/12/10 11:43
|
Joined: Sep 2005
Posts: 980 Aue, Sachsen, Germany
Wicht
User
|
User
Joined: Sep 2005
Posts: 980
Aue, Sachsen, Germany
|
Well if you come from Torque ,the lack of doc should not be a problem for you
Yes, that's true. And it was a hard time for me to understand the big picture behind. But the programming style of Torque was very clear from the first day. However the Unity3d strong points are speed and reliability not to mention the fantastic editor
I agree. The engine itself and the editor are very good.
|
|
|
|