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Model with Lots of Animations #424037
06/09/13 23:53
06/09/13 23:53
Joined: Jul 2008
Posts: 168
8
82RJZAE Offline OP
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82RJZAE  Offline OP
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Joined: Jul 2008
Posts: 168
I have a model with 19396 frames of animation. When I use engine preview to view the animation I get a "nexus too small" error. When I try to use the MED Animate to play the animations in the 3d preview, I get a "Your computer is low on memory" error as the application maxes out at using about 2GB of memory. My computer has sufficient memory at 12.0GB.

Any tips on reducing the memory requirements? Or do I simply have to reduce the number of frames I'm using in the animations?

EDIT: Additional notes: the model has 7041 vertices, 11733 faces, and 55 bones if that matters. The memory problem only really occurred when I imported additional animations via ASCII import from another model with the same bone/mesh structure.

Last edited by 82RJZAE; 06/09/13 23:57.
Re: Model with Lots of Animations [Re: 82RJZAE] #424038
06/10/13 00:00
06/10/13 00:00

M
Malice
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Malice
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M



Quote:
I have a model with 19396 frames of animation


That is insane... Why? 19396 keyframes?
You can increase the nexus. Your model is highly detail with so many faces. Um I would say reduce the keyframes.

55 bones is high too right ?

info from manual...
Quote:
Without a bones shader, bones animation needs more memory space and more rendering time than vertex animation. When you need huge armies of animated models on the screen, but have only the Free or Extra Edition, you might prefer vertex animation. Using a bones animation shader (Commercial Edition C or above), bones animation renders remarkably faster than vertex animation.

Bones and vertex animation both use linear interpolation between key frames. This can lead to deformations when the movement is nonlinear (as in a rotation) and the 'gaps' between the key frames are too large; for example, limbs can then get thinner and thicker during the interpolation. This can be solved by using more key frames and taking care that rotations don't exceed 15 to 20 degrees between them.


EDIT* By the way both error refer to pre-allocated memory not available system memory. With the engine you can increase this, but from what you say it looks like MED can't load files large then 2 GB's at once.

Quote:
"Your computer is low on memory"

12 GB just not free. The engine 'grabs' memory so it will have enough for the level through the nexus setting.

Ok I know little so hope I don't misinform.

Last edited by Malice; 06/10/13 00:21.
Re: Model with Lots of Animations [Re: ] #424039
06/10/13 00:26
06/10/13 00:26
Joined: Jul 2008
Posts: 168
8
82RJZAE Offline OP
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82RJZAE  Offline OP
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Joined: Jul 2008
Posts: 168
Yea I thought it's a lot too (that's why I titled this thread accordingly) but I didn't make the model; I'm only importing it. Thanks for the tips!

And yes, it does seem like 2GB is the max in MED.

EDIT: I'm not sure why, but it seems like either in the export key frames or in the import process that many additional frames were added at the end of each animation set. In excess of maybe 100 frames were added to each animation set I imported. Not too sure why though!

Last edited by 82RJZAE; 06/10/13 00:34.
Re: Model with Lots of Animations [Re: 82RJZAE] #424040
06/10/13 00:53
06/10/13 00:53

M
Malice
Unregistered
Malice
Unregistered
M



Quote:
I'm not sure why, but it seems like either in the export key frames or in the import process that many additional frames were added at the end of each animation set. In excess of maybe 100 frames were added to each animation set I imported. Not too sure why though!


Sounds like just one of the normal exchange problems with models. I would say to make sure you only have keyframes as some animation files also include b-frames and MDL files are meant to contain only keyframes. 100 keyframes per set seems high real for me inside a real-time interpolation engine, I would think 25 would be good. Of course it goes without saying any added bad frames must be deleted.
The idea of a 2GB model blows my mind.


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