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connecting outputGeometry[0] - > inMesh?

connecting outputGeometry[0] - > inMesh?

2003-11-20       - By "Horvátth Szabolcs"

 Back
Reply:     1     2     3     4     5     6     7  

The thing you say is perfectly valid, but won't get you too far. Even an
`optimized lowpoly`
version of a scanned model is too high for most animation cases. You can hide
the binded mesh
and that basicaly turns of any calculation of the bind (except if you constrain
something visible to the animated
surface), but it might still be too slow for realtime animation. You have to
really clean things
up to the basics, or build a lowpoly version of the model to get realtime
feedback with
more characters interacting on the screen.

Personaly I'd suggest building a simple version of the model from scratch, just
to give you
the visual feedback for dimensions. You can cut the scanned model to pieces and
link to bones,
to get more precise body contact, but most of the animation can be done using
only the lowpoly version.
And use the final version for major animation tests only, and to test
intersections.


Cheers,
Szabolcs

ps. Take every word as IMHO. The scale of the project migh seriously affect the
way you set things up.



>Hi, I was thinking along the lines of the topology of the different
>meshes being different, they will basically conform to the same shape,
>but the [highres] version will not be the result of running  a
>smoothing operation on the [lowres] mesh, let me explain ... We plan is
>to start off with a [highres] cyberscan of a sculpted maquette from
>this we are looking the derive a [lowres] mesh using something like
>Cyslice. Basically I was trying to find a way that I could rig the
>[lowres] mesh (for animation) and have this drive a [highres] mesh for
>rendering, basically as a way to get round having to drive a whole load
>of points whilst animating.
>
>Now maybe I am getting Mayas model of operation slightly wrong, as you
>seem to be pointing out in your (PS2 see below), maybe my best bet is
>to just rig the [highres] mesh and then hide this, maybe then cutting
>the [lowres] mesh into sections that can be parented directly to bones
>for doing / previewing animation. One question with this would be "Can
>I turn off the [highres] bind, i.e. stop it calculating to help speed
>things up"? Maybe this just happens with hiding or maybe its something
>that I can explicitly set ........
>
>thanks again to everyone that answered, I am just trying to get a
>handle on the kind of workflow I am going to need to deploy.
>
>cheers gary.





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