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Member Since 19 Sep 2012
Offline Last Active Apr 23 2015 01:28 AM

Topics I've Started

Alternatives to Wavefront Obj format for skinned models?

04 February 2015 - 06:52 AM

Not sure this is the best place to ask this but :


I'm working on a converter to extract data out of some old model files and turn it in to a format I can use in Unity. Up until now I've only been dealing with static models, or skinned models for which I haven't extracted the weights so I've been writing out files as text based wave front obj files as they have a very simple  vertex,normal,uv,  faces format. I've then been using an FBX Converter to package them up with the textures and pass them on into Unity. This all works fine. However I'm now hoping to extract skeleton and vertex bone weighting information from the files and as far as I can see there is no way in Obj to specify this. Can anyone recommend an alternative output format that I could write to that would allow me to specify all this information and have it piped through an FBX Converter or similar?



'Older' mechanisms for skinned models,vertex weighting, etc. ?

24 November 2014 - 07:27 AM

Not sure if this is the right part of the forum, but I'm hoping to get some information on slightly older methods of model skinning and animation.


As part of a home project I'm trying to reverse engineer some model files from an older game (LucasArts Gladius). I've managed to convert all the unskinned objects , and also extracted the skinned models into their bind pose. I'm now trying to discover how bone-id's and weights are set on vertices.


As far as I can tell , the mapping isn't something nice like  :



  vector3 position;

   int[] boneIds;

   float[] weights;



so I'm trying to get a feel for how many different approaches are used to capture this sort of data. e.g.


A vertex only attached to a single bone. (so no weighting at all) - not even sure this would make sense.

A vertex given an id into a separate bone weights list so if a large number of vertices share the same weighting data you avoid repitition.



Also what would be a sensible range of values for weights, would the 256 values in a single byte be enough to give smooth animation or would you expect a larger range?





svg no-anti aliasing / xna colour mask

30 October 2013 - 04:46 PM

Not sure if this is the best place  to ask , but was looking to get some advice /recommendations on how to do this :


I've created a number of selection cursors as svg images in Inkscape, this allowed me to play around with them a lot and gave me a nice editing system, I gave them all a magenta background as my aim was to use the colour masking in the XNA content exporter to convert those sections ot the image to full alpha. 


This all works fine, apart from the fact that when I then export them to bitmaps (png's) for use in my content project then the images are created with anti-aliasing, which means that when they're used in game there are some 'almost magenta' sections where it's tried to alias the colour mask.


I've tried opening the svg files in a few different editors and get the same issue (understandable as creating smooth images is one of the key points of svg) but does anyone know of a tool or system that allows you to export the image without anti-aliasing being applied? 


Failing that , does anyone have a better approach to this way of generating content?




low-budget ways of testing performance ?

05 July 2013 - 03:45 AM

Does anyone have any recommendations for ways of testing the performance of a game (in this case using XNA) on different machine specs? (cpu,memory,graphics card) . My development machine is reasonably high spec and I'm concerned that it's hiding various problems that would become more apparent on other machines (I have some evidence this is happening with a tester but we're trying to figure out roughly where the problem lies). I know that the ideal solution would just be to have a range of different machines at different specs, but as this is just a friend and I working on stuff for fun thats a bit over the top. Is it possible to setup vm's with limited resources to test this, or does anyone have a recommendation?



Merging adjacent boxes to produce smallest set?

15 November 2012 - 04:59 AM


This is kind of a general question around a specific problem. I have a level format which is effectively a 2D grid with various squares filled in to represent the structure of the level and some supporting data. I use the level format to generate both collision objects (boxes) and the display objects as well. What I'd like to be able to do is merge contiguous boxes into a single box shape reduce the number of collision objects generated.

My first implentation was very simple , it scans the level data row by row and every filled in square in the grid became an individual collision box. This was then improved slightly so that contiguous horizontal objects were merged into a single box.

What I was wondering was if there were any recommended approaches for applying this to testing both directions, to produce the smallest possible number of individual boxes that can represent the same data (i'd like to keep the collision shapes as boxes rather then merging them into more complex concave shapes)?

Many thanks,