Real time deformation/ blend shapes/ smooth bind
by Matthew Hoesterey · in Torque Game Engine · 04/08/2005 (10:04 am) · 4 replies
A few questions about how torque deals with animated characters.
1) Can the engine use blend shapes on the face while still using the bones system for animating the mesh in engine? Or will I have to rig the face of a character with bones to maintain the speed of RTD in the engine?
2) Does the engine recognize vertex weights. ie... can I use a deformable bind inside Max or Maya (smooth bind)? Or do I have to set up a rigid bind? Another way to ask this, can a vertices share weights with 2 bones?
3) Eyeballs? Assuming I wanted separate eyeballs on the character. (Yes I know this would add to the poly count) Will the engine recognize the rotation of that element of the mesh or will I have to set up bones in the eyes to manage their rotation.
Thanks!
1) Can the engine use blend shapes on the face while still using the bones system for animating the mesh in engine? Or will I have to rig the face of a character with bones to maintain the speed of RTD in the engine?
2) Does the engine recognize vertex weights. ie... can I use a deformable bind inside Max or Maya (smooth bind)? Or do I have to set up a rigid bind? Another way to ask this, can a vertices share weights with 2 bones?
3) Eyeballs? Assuming I wanted separate eyeballs on the character. (Yes I know this would add to the poly count) Will the engine recognize the rotation of that element of the mesh or will I have to set up bones in the eyes to manage their rotation.
Thanks!
#2
Jeff
04/08/2005 (10:41 am)
3) All you have to do is separate into separate objects and parent them to the head bone, and then yes, you will be able to rotate them with keyframe animation.Jeff
#3
04/08/2005 (11:12 am)
3. Oops, duh. Didn't read the question properly. o_O
#4
04/08/2005 (12:43 pm)
Hey thanks! Just one question could I parent the eyes inside max and use keyframe animation on them or would I need to do this with code in the engine?
Torque Owner Teck Lee Tan
2. Yes, vertex weights are supported.
3. See 1.