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Vertex Animation

by Ian Wells · in Torque Game Engine · 01/09/2005 (3:17 pm) · 2 replies

Was hoping someone could help answer a question or two. I've a job making characters for a game using the Torque engine and its come time to animate them. Besides the problems inherent in rigging (or maybe just inherent in my ability) there are a couple of instances when useing the morpher modifier in max really helps.

According to the Torque DTS Matrix (http://www.alexswanson.com/torque/dts/) it seems morph animation is partially supported. Assuming it is, and i get the go-ahead to use it, can per-vertex animation be combined with skeletal, or is it one or the other per mesh?

It takes a bit longer and a bit more effort, but i really like the vertex-level control.

any light shed on the subject would be much appreciated

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#1
01/09/2005 (4:13 pm)
Usually you can only use skin. If you attach an object and animate it directly without the assistance of bones your looking at alot of proscessor (?spelling) power lost. And I don't think you can use a morph animation on a skined object.

And to tell you the truth I am not sure if I even totally understand question so if you could dumb it down a bit maybe I can answer your question better.. if I didn't answer it already. :)

Matt
#2
01/09/2005 (5:17 pm)
Its one or the other per mesh. In nearly all cases though, its a much better idea to use bones over morph animation. Morph animations are much more processor intensive, as well as resulting in much larger dts file sizes since its taking a snapshot of the mesh at every frame. So while morph animations are supported, in most cases you want to avoid using them.