ANIMATION
Blitz3D Forums/Blitz3D Beginners Area/ANIMATION
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Just a quick question. I am trying to decide on what process i want to use for animating my meshes, ie, 3ds vs x vs b3d. I guess my question is, which types support importable animation sequences? Also, which is the lowest memory usage, load time etc. Additional info would be very helpfull. A link to An article on this topic would be even better. |
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B3d supports everything ( including all Blitz's brush properties ) except mesh deformation. 3ds and X are basically the same for Blitz purposes. They don't support bones animation and they've been known to have problems with smoothing groups. Though I've never had a problem with my smoothing groups. I believe .x only supports one UV channel, but I suspect that won't be a problem for characters. I would discount 3ds and x for animated characters, if I were you. There are very few games using segmented, hierarchical character animations these days. I would prefer MD2 over both 3ds and X, since that format at least supports bones and/or vertex deformation. But it has some disadvantages compared to B3d, since the vertices have been known to wobble and the lighting does not always look right. Having said that, the Quake 2 engine made some pretty impressive games ( including Soldier of Fortune.. my fave ) so it can't be all that bad. |
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MD2 doesn't support bones (not dynamic ones anyway). Also, I think the wobbling tends to occur more with higher poly counts. B3D does support mesh deformation but only through bone manipulation. I presume Sybixsus actually refers to vertex morphing. |
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Oops.. Vertex deformation was what I meant as regards B3d, yep. Preoccupied with a little mesh deformation problem of my own tonight ;) When I said MD2 supported bones, what I meant was you can rig your character with bones, Character Studio or whatever and export the animation to MD2 format. Now you're right that it gets stored as vertex deformation, and the bones are not stored in the MD2 file. But for most purposes that shouldn't really matter. Most people just want to rig, animate and export. |