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connecting outputGeometry[0] - > inMesh?

connecting outputGeometry[0] - > inMesh?

2003-11-21       - By garyc

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Reply:     1     2     3     4     5     6     7  

Hi Szabolcs, thank you very much for your answer, your perfectly right
regarding the LR character, I now think that as you suggested I would be a
lot better just mass-ing out the major proportions of the character with a
rough polygon approximation. Like you say that will give me the gross shapes
/ dimensions whilst animating, but still keep my poly counts down for
real-time updates / playback.

thanks again for taking the time to reply, its much appreciated.

gary.

> >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


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