When my program was generating navigation meshes for my geometry, and the extent is 5000x5000 (m), with a cell size of 5.0 meters, it has to generate 250,000 cells, which makes my computer halt, the target object is a truck, which has a radius of about 20 meters, should I give the cell size a value of 20, because I don't really want to use this navigation mesh on one type of vehicle only. I want to use it for vehicles like cars, which has only about 5 meters in radius... the generation speed is a problem while the memory consumption is another.
Any ideas how to improve this?
How would that work?
By Jesse "Chime" Collins
3D Rigger Mixamo Is Making Some Changes
Originally founded in 2008, Mixamo has been a go-to source for 3D animation and rigging for nearly a decade. On August 28th, 2013, Mixamo launched a platform called Face Plus. It was designed to allow developers or animators turn facial expressions recorded with even a webcam into top-notch 3D animation. This is not unlike what Holotech Studios’ “FaceRig” does for streamers and video creators as well.
Back this past May 2017, Adobe (publishers of the Mixamo platform since 2015) announced the end of an era. Mixamo’s Face Plus will be removed on August 22nd, 2017, as well as several other free features.
According to the Adobe post on the Mixamo website, they lay out what is changing and what is staying the same.
Set out as bullet points in the post, they seem to be cleaning house on the “free” features. But, they are keeping a small handful of their main key points, such as:
Select and use characters from Mixamo’s Character Collection
Upload 3D characters to get them ready to animate using the Auto-Rigger
Apply animations to characters
Download as an .fbx or .dae
Noticeably, the list that’s getting 86’ed includes major tools and the ability to save assets from their site:
The ability to save and retrieve assets in “My Assets”.
The Face Plus facial animation plugin
The Decimator polygon reduction tool
The ability to download Control-rig scripts
Download types for .bvh and .biped that streamline integration with 3rd party applications
Mixamo forums will close and all help articles will be moved to Adobe’s HelpX
Don't Worry! There's still time!
They’re allowing people to still download the tools and plug-ins until August 22nd, as well as utilizing their easy-to-download features of saving Assets directly. Those that use Mixamo, utilize Face Plus, or even just do animation are highly encouraged to take advantage and download the tools for the next week.
To download, sign into your (free) Adobe account at the Mixamo website and start downloading. Developers have only one week left to grab as much as they can. For a complete FAQ and how-to for the Mixamo massacre, check out the Adobe post from their Customer Care Team.
UPDATE (8/15/17): Adobe would like to stress that Mixamo, itself, is not going anywhere, just the Face Plus features, the tools mentioned above, and a couple other features to make the platform more "streamlined and a little modernized". Once the dust is cleared next week from the changes, I'll reach out to Adobe from a more guided tour of the new set-up. Additionally, I have changed the title of this article to reflect the clarification. Apologies for the inconvenience to those that have already read the article.
I have a A* gridbased pathfind for a city builder I'm planning (think banished or stronghold).
Units can walk in 8 directions from each tile. But I want more free movement. Look at the example pic below. The pathfind finds the path in step 0 to 19.
But now I want to "simplify" the path so the unit goes straight from node marked 0 to 10 (and obviously also from 12 to 19; i forgot to mark this in the picture).
Any good algoritm to "reduce" the path in this way? I understand I need to check if there is a unbroken "line of walk" between two nodes but if i start with checking 0 to 1, 0 to 2, 0 to 3 until i find that 0 to 12 doesnt work and stop there (so I throw away nodes marked 1 through 8) this would be VERY slow.
In a game like stronghold with many workers going back and forth from a workplace to a dropoff-point for example, would I store the path and then use it backwards to not have to redo pathfinding all the time? If the moving units in the city doesnt block movement, very often I could just reuse the old path. Only if i run into a wall (if the player constructs a new building in the path of the old workers) will I recalculate the path.
Workers in old age of empires for example, do they pathfind every time they go back to drop off gold in the storage?