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Re: unity 3 [Re: AlbertoT] #349239
12/05/10 11:04
12/05/10 11:04
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
yes, i think you are right. unity doesn't support vertex animation sequences like gamestudio. you would have to do it yourself by moving vertices in code. that's really a shortcoming.

Re: unity 3 [Re: ventilator] #349806
12/11/10 10:09
12/11/10 10:09
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
Nowadays bones are used in every engine.
Well even without vertex animations people can do great game prototypes laugh

ScullCrack

Re: unity 3 [Re: ratchet] #349807
12/11/10 10:14
12/11/10 10:14
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
bones aren't the best solution for everything. vertex animation has much better performance, it's better for facial animation,...

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 Offline
Senior Expert
Machinery_Frank  Offline
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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
A
AlbertoT Offline
Serious User
AlbertoT  Offline
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A

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: AlbertoT] #349828
12/11/10 13:14
12/11/10 13:14
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Does anyone know how the facial animations are done in Half-Life 2?
At least, it was the first game coming with complex facial animation, as far as I know.

What is a reasonable system for facial animation in Unity?
Are there any examples?

Re: unity 3 [Re: Pappenheimer] #349832
12/11/10 14:37
12/11/10 14:37
Joined: Sep 2007
Posts: 1,093
Germany
T
Toast Offline
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Toast  Offline
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T

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
W
Wicht Offline
User
Wicht  Offline
User
W

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:

Code:
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.

Code:
// 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
A
AlbertoT Offline
Serious User
AlbertoT  Offline
Serious User
A

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 wink

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
W
Wicht Offline
User
Wicht  Offline
User
W

Joined: Sep 2005
Posts: 980
Aue, Sachsen, Germany
Quote:

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.

Quote:

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.

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