lukinec
04-15-2005, 09:58 AM
I'm looking for any informations about technical aspect of animations in games - for example - resident evil 4 or any other game, with not so low-poly characters (4-10k of triangles).
We've got a problem, because, in (i think in any) our engine are vertex transformations little expensive. So we decided to have only vertexes which are influenced with one or two bones with exact weight ratio (0,25,50,75,100%). This way is little bit hard for animators - to setup character with this limitations, but it's possible
With our new game, we want to have nicer, more polygonal and more elastic-) characters , so we look on resident evil, metal gear solid or new Unreal vids .... - their characters setup is great, they have more polygons, but alll that games runs on 2-3x slower hardware, than our game. I dont know, if they have any limitations or making characters LODs, or dont using weights on vertexes and influencing it in another way....but I'm sure, that they must have vertexes influnced with more than two bones, with wider range of weights, BUT it's impossible to have not ANY limitation, because of hardware
If anybody knows something about that, or knows, that we doing something very wrong, please tell me.
thnx
We've got a problem, because, in (i think in any) our engine are vertex transformations little expensive. So we decided to have only vertexes which are influenced with one or two bones with exact weight ratio (0,25,50,75,100%). This way is little bit hard for animators - to setup character with this limitations, but it's possible
With our new game, we want to have nicer, more polygonal and more elastic-) characters , so we look on resident evil, metal gear solid or new Unreal vids .... - their characters setup is great, they have more polygons, but alll that games runs on 2-3x slower hardware, than our game. I dont know, if they have any limitations or making characters LODs, or dont using weights on vertexes and influencing it in another way....but I'm sure, that they must have vertexes influnced with more than two bones, with wider range of weights, BUT it's impossible to have not ANY limitation, because of hardware
If anybody knows something about that, or knows, that we doing something very wrong, please tell me.
thnx
