Skeletal or 'Precomputed'

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5 comments, last by v71 22 years, 6 months ago
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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computational

[Edited by - kmsixpence on October 17, 2005 6:59:27 PM]
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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Trent (ShiningKnight)
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ShiningKnight Games
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


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

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