Animated skinned meshes?

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maharg

I asked this a year or two ago and the answer was "not yet". I am wondering if there is support for animated skinned meshes in GLBasic now. My current project requires it and I wanted to see if I could use GLBasic for it.

Thanks,
Maharg

mentalthink

Yes maharg, you can export from 3ds max models animated whit bones, or Byped or Character Studio... it's a file whit the vertext deformation , but if you ask about a real bones into GLbasic the answer it's not...


erico

Quote from: maharg on 2013-Feb-13
I asked this a year or two ago and the answer was "not yet". I am wondering if there is support for animated skinned meshes in GLBasic now. My current project requires it and I wanted to see if I could use GLBasic for it.

Hi Maharg, welcome again.

I wonder what you mean by "animated skinned meshes".
Is it like bones, as mentalthink described?

maharg

Yep, you use bones as deformers in your 3d program. It's how all modern games and movies animate their characters and props that aren't simulated by physics with the exception of ragdoll physics which also are in games. That way, the game loads the mesh and skeleton once and you load a bunch of animation files which takes up much less space then the old vertex deformation method which was used back in the quake days. Takes more processing though.

Maharg

mentalthink

Not Maharg Skeletal Bones like in Unity we don't have... another way it's make a tool, I don't know if can be very complex export the weight vertex shader, but calculate a walk ciclying, here I don't arrive...

The only way for import characters it's use Blender of use 3ds Max with the exporter of Vladimir (if you need comment me, I think the link in the forum don't works.), really it's the best exporter for 3d...

In Ascci file Meshes don't have too much bigger Weights.