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takshaka
03-29-2006, 06:22 PM
Hi, this is more of a general question than a maya one but hopefully someone could offer some help.

I wanted to find out about restictions / stats for different game engines. I sure this varies from engine to engine but any help would be gratefully recieved.

Specifically how is animation data exported. Is point data exported or are bones systems exported to the game engine.

If bones, then what sort of skinning restrictions are gererally applied. Is it just smooth skinning or can you use deformers. When a game is programmed will the developers decide what skeleton assets should be available then incorporate that into the game. If so how heavy are such skeleton rigs.

If point data is exported then i guess it doesnt matter what type of deformers are used and so there should be no problem using deformers like clusters or even muscle system deformers.

so if i wanted to develop a character for say PS2 or PS3 where could i find reasonable stats for the number or bones in a rig and what sort of skinning and poly count / texture map size would be appropiate to use (differs obviously for type of game and type of character)

there is info about poly count and map size around, but i have not seen anything pertaining to rig weight and skinning / deformation.

Thanks for your help

tak

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