Re: [Algorithms] Skeletal Character Animation with Mesh Interplation?
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From: Jim O. <j.o...@in...> - 2000-11-19 23:07:18
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Hi, > Anyway, I thought this idea may help reduce CPU usage when > simulating environments with large numbers of skeletal system characters. > As usual the price of reduced CPU usage is more memory usage. Any comments > on this? Is anyone already doing this? The memory footprint of such a solution can be huge; If, for instance, you have several hundreds of characters walking around, you'll need at least two keyframe meshes for each of them (unless they all have the same pose); which will certainly burn your memory. I would rather look into varying the amount of animation that is required based on the hardware levels. I.e. do full facial animations with high-res models on a high-end system with hardware T&L and have a low-res model with only basic movement animations on a low-end system. Jim Offerman Innovade |