You couldn't be any more wrong. FPS games animate their characters with skeletal animation (skinning), which is exactly that. Blender, 3DS-Max, Maya, all have extensive support for it, and modellers are well acquainted with the technique.strook wrote:You want too much with minor effect.
Bone animation is useful only inside the animation program like blender(I think blender has not bone animation though)
no one wants to handle matrices for animation, that would be too much work for simple things.
That would be done with weighted skinning, read the papers about the technique, or this short explanation. It's rather easy and common. A simple vertex shader would do the trick, given the right vertex attributes, but ship animation needs none of that. Note, the limitations given in the link are not present today, that's a very old page.strook wrote:Also,you can hardly define wether you want to animate a steel arm for example or an human arm, where the vertices of the both submeshes are glued together.
And also check out the videos showing off the technique. You can't argue, it's a superior technique, and a common one at that.
Leave that to animators, they know their stuff. That's why I said: support standard skeleton formats, that way you don't have to write any kind of animation software, blender or any other will do, you just parse the exported animations.strook wrote:Also shall only a part of the leg move or the whole leg? And what if you want a complicated move?
No no no... where do you get that? The game industry has been using skeletal animation for ages. Almost every FPS you've played uses it, and they haven't exported every frame as a separate mesh. Just ask any modder.strook wrote:Bone animation has it's opportunities in editing.
The way one implements is animate it(maybe with bones for a better animation effect) visually and export the every single frame.
Yep, well... the thing is... VS already had that. A bit limited (you can't have submeshes if you have animation), but it had it.strook wrote:A switch between a frame to another is done in my animation system simply by switching the pointer to another mesh so it is the fastest way possible.
Not a small issue. In fact, a huge issue.strook wrote:The only thing could be the amount of mesh data.
What about today's CPU power? What about today's bandwidth?strook wrote:But in today's harddisks wouldn't this be a problem.
It's just an inefficient way of doing animation.
That's UnitConverter's limitation, not the engine's.strook wrote:Also, the support for new animations wasn't imlemented in unitconverter. There was no submesh support.
Regardless of how elegant your new implementation might be, it's not a new feature. Worse, it's a redundant feature. That's a maintainance nightmare.strook wrote:I found a way to load in easily submeshes and animate them.
All is packed up in a single class.
The wormhole effect is hard to understand and I didn't know wether it worked after inspecting the code...but there is no reason why we shouldn't use the submesh feature... In animating arms,legs, doors and other extensions of units.
If you want a new feature, an useful new feature, get skeletal animation going. All you have to do is be able to load a skeleton, assign bones to submeshes, and pass in the right transformation matrices when rendering.
Computational cost remains minimal, and the animation potential is immense. Far better than non-interpolating morph animation (that's what you're doing and that's what the wormhole effect uses).
In fact, since noone uses morph animation in VS, and since it's so limited, I'd get rid of it if we had skeletal animation.