So I'm working on my FBX importer/wrapper. I understand how shape-deformations are carried out (just multiple meshes that are blended to obtain new shapes, etc) I'd have to move these calculations to the GPU, I guess create VBO's for each of the shapes, and do the calculations in the shader, etc. But is it worth the effort?
The game I'm working on is a fighter. I expect lots of skeletal animations and some animation blending. Don't really know when blend-shapes are useful or appropriate!
Shape Deformations - worth the effort?
Started by mv348, Nov 14 2012 07:22 PM
1 reply to this topic
Ad:
#2 Members - Reputation: 4604
Posted 15 November 2012 - 12:24 AM
Morphing is often used where bone animation is not appropriate, e.g. when a lot of bones are used (=>facial animations).blend-shapes are useful or appropriate!
Ashaman
My game: Gnoblins
Developer journal about Gnoblins
Small goodies: Simple alpha transparency in deferred shader
My game: Gnoblins
Developer journal about Gnoblins
Small goodies: Simple alpha transparency in deferred shader






