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Re: Impressions on RB3D Utility a2

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Impressions on RB3D Utility a2
From: Daniel Lurie <dl1021 at optonline dot net>
Date: Mon, 17 Oct 2005 02:13:10 -0400
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <43531B1A dot 2010400 at optonline dot net> <1A6E1032-4451-4FC2-8EF9-FCDE42B88D3C at miensoftware dot com> <43532394 dot 1010704 at optonline dot net> <719F4A6B-9B9D-4216-8974-701ECB2AED51 at miensoftware dot com>
Lo Saeteurn wrote:
I mean the second one. My modeler does not do mtl files correctly. It does the uvs though.

Okay, shouldn't be too difficult to implement.

Will the animation builder recognize that all the models use the same texture, or will there be one copy per model in the animation sequence?

All you need to do is have one model (for each LOD), the "base model", with the texture. For the frames, all it needs are the vertex positions. That's basically what's stored in the animation file (plus the base models). I haven't released the version that tweens the normals. The current version only tweens the vertices, but normals would need to be tweened as well for the lighting to be correct. I'll try to get a stable release soon.

You would apply the texture to just one model (for the base model), then, you would batch convert all the other frames without the textures. Set the base model to the textured model, and add the frames (the models without the texture).
I see. Cool.

Perhaps you might consider having the tool handle skeletal animation as well. I imagine it would save loads of memory.
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