question about bones and animation mesh

Blitz3D Forums/Blitz3D Beginners Area/question about bones and animation mesh

Santiworld(Posted 2010) [#1]
hi, i working in a RTS game, i have many soldiers at the same time..

i use Bones, and animate() to run the player animations.

to attach the weapon to a hand, i link the object to a hand.

all of this work very good..

my question is, bones consume high recourses? because i want to have like 80 soldiers at the same time.

other question, if i use animate, can i control a bone like head bone, and turn that bone and the skin mesh turn too?


Santiworld(Posted 2010) [#2]
i post a animation video, showing my soldier.

i want to mix the animations with manual bone control

http://www.youtube.com/watch?v=cpPCwtTiAZU


Ross C(Posted 2010) [#3]
bones are fairly intensive on cpu. using lots of boned characters, like 80, will def cause speed issues. alot of folks here use md2 files for animations. problem with these is, they can be very ugly if not correctly, and suffer from vertex accuracy problems.


jfk EO-11110(Posted 2010) [#4]
iirc: Manual Bone control doesn't make use of multiweighted vertex bindings, only the most significant weight per vertex is used, someone correct me if I'm wrong!

And one more thing to think about: the more weights the vertices have, the slower things get. In the latest version of Blitz3D animation has been partially optimized further, afaik. Anyway, it's a good idea to "Pause" the NPCs that are not in view. And to use a LOD system for distant NPC. Just invest some videoram in animated, rotatable billboards.


Kryzon(Posted 2010) [#5]
Please test the MD3 library by Drago:

http://blitzbasic.com/Community/posts.php?topic=81877

after sifting through the source, he's manually manipulating each vertex...which shouldn't be fast. If it is fast, then at least you have an alternative to the B3D format.