<dips his quill...>
[quote]OldTimeRadio wrote...
The whole procesing load thing: NWN passes both skin mesh and danglymesh to a vertex program which runs directly on your GPU. Anything, including animesh, which deforms the position of individual vertices relative to other ones in the same mesh in-game is going to be done the same way.
...
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Ahhh. Wasn't sure whether it was doing the dangly different (as in CPU, or something else barbaric) from skinmesh.
That's good to know :-)
However, there is *one* major difference... The engine has full control over the dangly (wind and motion calcs), whereas the animator has full control over the skinmesh. Specifically, when she twirls around, her hair should not stick out and rotate like a propeller blade, but swirl around in that lovely flowing spiral. :-)
Now, here's a fine question which will make little difference to how I do things, but would also be nice to know: Where are the calculations for danglymesh done? Who is doing the calculations for wind & motion and merging them? How does the vertex engine on the GPU know how much wind to apply? What force to apply for motion?
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So, AFAIK, there shouldn't be any big problems with doing her hair as danglymesh unless your GPU is really, really old. Something under an NVidia 5000 series or something like that. Even then... Or maybe your hair is
really complex?
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Well, it *is* pretty old (32mb ATI Mobility Radeon 7500) on a pretty old (and half-dead) laptop.
The hair I'm using I snatched off one of the long-haired heads someone did. It's actually pretty dirty, but is good enough for right now. I want to get a usable in-game creature before I really start improving her.
The hair is a pretty big thing on that list :-)
[quote]
You can also take some of the guesswork about why your model might be underperforming by compiling
it. If NWN loads an ASCII model it will compile it and all that means is it converts the information in the model file so that it can be fed to the graphics system I talk about in the first paragraph. The compiling that NWN does on the fly is substandard to compiling done outside of the game, though in most cases you don't see the weakness but it really is there. I like to use
this model compiler for everything but if you have problems with skin mesh (or anything else), try
this one. They may make a noticable difference in your model and it will definitely load faster.
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Grabbed! Thank you :-)
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If you do it with bones you're going to be in for a lot of work, because bones don't know gravity or mass or inertia. Those have to be animated.
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Takes me back to when I started with Sculpt 3D... '86? '87? Something like that.
Yes, but then this creature is a work of love for me. I will lavish upon her all the attention I am not giving the lesser models. :-P
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You can't do the stuff you want in notepad, all of those things have to be done inside a 3D modeling program, AFAIK.
You may qualify for a limited free 3DS Max license from AutoDesk 
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I'll see if I can do 3DS legally. If I can, well... that changes things, doesn't it?
[quote]Or does someone know if there's a way to export bones from GMax (CCG said no, but it *is* old, and perhaps things have changed)?[/quote]Yep, skin and bones are 100% exportable from NWMax. Here's a quick demo video I did- everything in every way was created from scratch in GMax (except the texture):
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Cool vid :-) Thank you again. I really appreciate the depth of your advice.
Hmmm... ok, then there is something else wrong with the Canolith model... Those are the bones that vanished when I exported them after scaling. I'll play with it.
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Just remember, your skin has to be at the top of the modifier stack. Bones will probably show up in game. To get around this, select them all after your mesh is skinned and boned and right click and convert them to editable mesh. Then slap an AuroraTrimesh modifier on them with Render unchecked and they won't show up in game.
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Oooh! Good advice. Never would have thought of that.
<...in the wrong ink>