connecting outputGeometry[0] - > inMesh? 2003-11-21 - By garyc
Back 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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