Question for Game Professionals


#1

There seems to be some debate as to which is better, rigid binding or smooth binding.
For those who also currently working in the game industry, please tell me your thoughts on the matter.
Currently we are smooth binding everything, but its difficult to get decent deformation with such low poly models.
Thanks guys.
Ayjay.
:thumbsup:


#2

we are using Renderware, which only supports Smoothbinding. If you want to get a Rigidbind look using smooth binding…all you have to do is make sure that the verts are bound %100 percent to 1 bone.

While using low poly models…ie 5oo tris or so…it is critical to use proper vert placement and joint placement…regardless of binding method.


#3

also, many game engines will have problems using the necassary deformers that Rigid Binding needs if you want to get an organic look in the deformations…


#4

We use up to 4 bones per vertex in the ‘normal case’, going down to single bone skinning for LOD. However in the end there is little difference between the two speed-wise, since a vast majority of the verticies only have a single bone anyway; the difference ends up being around 10-15%.
Visually, using multiple bones is definately better though.


#5

2byts is definitely right about the vert/joint placement. In my experience it’s the single most important issue for good deformation. If you’re having troubles I’d look there first.

Adjusting weights per vertex is a must with low-poly… I don’t rely on envelopes alone.

I 'll agree with what Nutter says about 4 bones per vert. It’s generally the limit of how many bones/vert a graphics card can handle on its GPU, which can greatly speed up transforms. But less bones/vert is always better if you can get away with it… every little optimization counts right? They add up.


#6

Thanks very much for the replies, Its has been a great help.
Just wanted to be sure I was going down the right track !
Thanks again.
Ayjay
:thumbsup:


#7

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