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#Actualill

Posted 26 August 2013 - 10:41 AM

Lets say my character model has different armor or pants or gloves, etc...

Now when I animate the character in the vertex shader I need to send the bone transforms which is a lot of data. I may need to make multiple draw calls for all the different pieces and I want to avoid sending all bones every time if I only need to send maybe the fingers for the characters glove.

Or is it better to maybe combine the character into a single mesh? This may be a bit tough if the character is changing appearance a lot mid game. This will also be impossible if a portion of the character is using a different material and requires a separate draw call. I guess if its a transparent helmet visor I can make it be a rigid object that is only relative to the head bone and isnt affected by any skeletal animations. I could probably do that with things like armor as well.

#2ill

Posted 26 August 2013 - 10:38 AM

Lets say my character model has different armor or pants or gloves, etc...

Now when I animate the character in the vertex shader I need to send the bone transforms which is a lot of data. I may need to make multiple draw calls for all the different pieces and I want to avoid sending all bones every time if I only need to send maybe the fingers for the characters glove.

Or is it better to maybe combine the character into a single mesh? This may be a bit tough if the character is changing appearance a lot mid game. This will also be impossible if a portion of the character is using a different material and requires a separate draw call. I guess if its a transparent helmet visor I can make it be a rigid object that is only relative to the head bone.

#1ill

Posted 26 August 2013 - 10:35 AM

Lets say my character model has different armor or pants or gloves, etc...

Now when I animate the character in the vertex shader I need to send the bone transforms which is a lot of data. I may need to make multiple draw calls for all the different pieces and I want to avoid sending all bones every time if I only need to send maybe the fingers for the characters glove.

Or is it better to maybe combine the character into a single mesh? This may be a bit tough if the character is changing appearance a lot mid game.

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