Bones/Joints in ShowToolPro
by Morphonix LLC · in Artist Corner · 12/12/2005 (1:40 pm) · 0 replies
The artist I am working with has produced a character who is wired into a machine with skinned wires. He was previewing the model as he worked in ShowToolPro. Comes time to put the model in the game, and CRASH!! The model has 605 joints. (OH MY GOD)
The problem is that I like the model and we want to use it.
I believe we've narrowed the issue down to too many joints. (no big surprise there).
However, since ShowToolPro circumvents the joint limitiation, I was looking in the engine code for where I can make a similar modification.
Does anyone have any pointers? I've done a fair amount of running in the debugger, but I must admit that I've not been able to get to the root of the problem. I was hoping that I would just need to bump up some memory limits somewhere...
(Note: I've made my plea in the engine forum here but haven't gotten a peep)
Any help to get in the right direction would be much appreciated.
Thanks
Dennis.
The problem is that I like the model and we want to use it.
I believe we've narrowed the issue down to too many joints. (no big surprise there).
However, since ShowToolPro circumvents the joint limitiation, I was looking in the engine code for where I can make a similar modification.
Does anyone have any pointers? I've done a fair amount of running in the debugger, but I must admit that I've not been able to get to the root of the problem. I was hoping that I would just need to bump up some memory limits somewhere...
(Note: I've made my plea in the engine forum here but haven't gotten a peep)
Any help to get in the right direction would be much appreciated.
Thanks
Dennis.
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