Question about b3d bones...

Blitz3D Forums/Blitz3D Programming/Question about b3d bones...

OrcSlayer(Posted 2006) [#1]
Do bones that don't actually animate anything (example, ones just used as reference points on a model) cause the same kind of CPU hit as ones that do? I personally wouldn't think so, but I don't really know much about how blitz3D handles bones...

If anyone has a clue, I'd be interested to find out for sure...


bytecode77(Posted 2006) [#2]
no, as far as i know, animations doesnt take the cpu down...


OrcSlayer(Posted 2006) [#3]
Recently I was told that directX 7 (which blitz uses) uses the CPU for bone animation. This explained why having models with high bone counts was causing my game to slow down by a huge margin, and the effect seems to be amplified by the polycount of the mesh.

I think I'm quoting that right...I believe several people agreed that was the problem I was facing.


Ricky Smith(Posted 2006) [#4]
You are correct. The vertex positions in DirectX7 have to be calculated in real-time by the cpu. The greater number of vertices the more calculations are necessary especially if they have multiple weights. A joint/bone with no vertices attached is treated as a pivot - as all bones are in reality.


OrcSlayer(Posted 2006) [#5]
Smiff: That's what I was hoping. Thanks!