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Skeletal or 'Precomputed'


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#1 v71   Banned   -  Reputation: 100

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Posted 24 October 2001 - 11:26 PM

Hi i would like to get some feedback on that , what eould you like to see most in a modern engine , a ''precompiled'' animation ( fast but very rigid in capabilities ) or skeletal ( computational intensive , but far more flexible ) ? i''m coding both am i doing wrong or what ?

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#2 kmsixpence   Members   -  Reputation: 134

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Posted 24 October 2001 - 11:59 PM

computational

[Edited by - kmsixpence on October 17, 2005 6:59:27 PM]

#3 mittens   Moderators   -  Reputation: 1315

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Posted 25 October 2001 - 06:31 AM

Skeletal all the way. Its a lot harder to code (at first), but its a helluva lot more flexible, and easier (you don''t have to work on a bunch of animations for each models, just ''bone'' it, and work on the animations via code or text).

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#4 AlbertoT   Members   -  Reputation: 100

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Posted 25 October 2001 - 08:23 AM

ShiningKnight

No doubt that "Skeletal" animation is more flexible, easier and , let me say, less boring, but what about quality?
I suppose that a "precomputed " animation , based on keyframe animated files should be more realistic.



Thanks in advance for your reply

Alberto




#5 Mayrel   Members   -  Reputation: 348

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Posted 25 October 2001 - 08:31 AM

I''d advise using a skeletal system, and compile the most common movements as and when they occur in the game.

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#6 ANSI2000   Members   -  Reputation: 122

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Posted 25 October 2001 - 08:36 AM

It wont hurt to have both...

This way you can use skelatal for a character that needs complex animations and KeyFrame for less complex caharcters. Plus the fact that you will need keyframing for other types of objects like cars etc...

#7 Ronin_54   Members   -  Reputation: 122

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Posted 25 October 2001 - 10:12 AM

Or use skeletal to create the precompiled animations.... Best of two worlds




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