[project1dev] Re: Animation LODing

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 7 May 2009 23:38:07 -0700

Hey that looks nice Katie!

On Thu, May 7, 2009 at 10:49 PM, katie cook <ktmcook@xxxxxxxxx> wrote:

> Hi Guys,
>
> Katie here. So I finally got my workflow worked out. I am using Maya 2009
> and exporting to Milkshape. I am hoping that I can start helping with
> Models, etc.
>
> If you guys could let me know where your at with Models, etc and what is
> needed that would be awesome. I would love to jump in and start helping
> right away.
>
> Attached is a very basic PickAxe. I just created this as a means to work
> out all my software conversion issues/workflow.
>
> Anyway, If you guys want to use it temporarily or longer, feel free. If you
> don't I won't be offended, =) since I just build it for setup.
>
> And,
>
> "mattthefiend", (sorry, don't know him otherwise by name)
>
> said he would be up for texturing it if it became applicable.
>
> Anyway, looking forward to contributing.
>
> Thanks
>
> Katie
>
>
> --- On *Thu, 5/7/09, Alan Wolfe <alan.wolfe@xxxxxxxxx>* wrote:
>
>
> From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
> Subject: [project1dev] Re: Animation LODing
> To: project1dev@xxxxxxxxxxxxx
> Date: Thursday, May 7, 2009, 10:29 PM
>
> man im jealous....
>
>
> On Thu, May 7, 2009 at 10:27 PM, 
> <mattthefiend@xxxxxxxxx<http://mc/compose?to=mattthefiend@xxxxxxxxx>
> > wrote:
>
>> Mine is prolly good for high standard and works for multi core testing
>>
>> 2x 256 mb hd 4550 radeon cards
>> Athlon 2.8ghz dual core
>> 4 gb memory w/ 2gb reserve for 64bit
>> And an amazing motherboard
>>
>> Its my pride and joy! :)
>>
>> Sent via BlackBerry from T-Mobile
>>
>> ------------------------------
>> *From*: Alan Wolfe
>> *Date*: Thu, 7 May 2009 22:20:06 -0700
>>
>> *To*: 
>> <project1dev@xxxxxxxxxxxxx<http://mc/compose?to=project1dev@xxxxxxxxxxxxx>
>> >
>> *Subject*: [project1dev] Re: Animation LODing
>> Kent just got an upgrade but if not for that i'd say he had you beat every
>> day of the week (and twice on sunday)
>>
>> but lol, what's your specs?  You may be right we could use your machine as
>> the min specs maybe...
>>
>> and btw my comp is kinda old, i think like 2 years maybe more...  it's a
>> P4 2.6GHZ w/ 1GB RAM so shrug.
>>
>> On Thu, May 7, 2009 at 10:16 PM, Nick Klotz 
>> <roracsenshi@xxxxxxxxx<http://mc/compose?to=roracsenshi@xxxxxxxxx>
>> > wrote:
>>
>>> I'm pretty sure my computer will end up becoming the low standard. If it
>>> runs on this pos it'll run on dos.
>>>
>>>
>>> On Fri, May 8, 2009 at 12:11 AM, Alan Wolfe 
>>> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx>
>>> > wrote:
>>>
>>>> Hey thats an idea Matt...
>>>>
>>>> if animation takes a lot of CPU time we could have an animation quality
>>>> setting which would set the max instances of the animations higher or 
>>>> lower.
>>>>
>>>> Neat idea (:
>>>>
>>>>
>>>> On Thu, May 7, 2009 at 10:06 PM, 
>>>> <mattthefiend@xxxxxxxxx<http://mc/compose?to=mattthefiend@xxxxxxxxx>
>>>> > wrote:
>>>>
>>>>> Sounds awesome to me! Its nice to be able to scale down graphics as
>>>>> well for slower machines.
>>>>>
>>>>> Sent via BlackBerry from T-Mobile
>>>>>
>>>>> ------------------------------
>>>>> *From*: Alan Wolfe
>>>>> *Date*: Thu, 7 May 2009 21:59:16 -0700
>>>>> *To*: 
>>>>> <project1dev@xxxxxxxxxxxxx<http://mc/compose?to=project1dev@xxxxxxxxxxxxx>
>>>>> >
>>>>> *Subject*: [project1dev] Re: Animation LODing
>>>>> Oh and we can do this in our game too if we need to as a preformance
>>>>> optomization later on (:
>>>>>
>>>>> On Thu, May 7, 2009 at 9:41 PM, Alan Wolfe 
>>>>> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx>
>>>>> > wrote:
>>>>>
>>>>>> Ok so for those of you that don't know what LOD is, it stands for
>>>>>> "Level of detail" and in essence means that when things are farther 
>>>>>> away, or
>>>>>> less noticeable in some way, that you use less detail cause nobody 
>>>>>> notices,
>>>>>> and that saves you processing power and memory.
>>>>>>
>>>>>> For example, objects that are farther away (models, mountains, etc)
>>>>>> use less polygons when they are far away since you can't tell the 
>>>>>> difference
>>>>>> at a great distance anyways.
>>>>>>
>>>>>> It makes everything way nicer.
>>>>>>
>>>>>>
>>>>>> Anyhow...So animating models is expensive (takes a lot of CPU power).
>>>>>>
>>>>>> Today i learned something really bad ass, an animation LODing
>>>>>> technique.
>>>>>>
>>>>>>
>>>>>> So what the deal is, is you declare up front how many of a specific
>>>>>> type of animation are allowed to run at once.
>>>>>>
>>>>>> So like... if you have 10 people all walking around using the same
>>>>>> animation, normally you'd have to pay the cost of processing that same
>>>>>> animation 10 times.
>>>>>>
>>>>>>
>>>>>> The LOD technique is to say "only allow 3 maximum instances of that
>>>>>> animation to happen at once".
>>>>>>
>>>>>> So what that does is only process 3 animations but have multiple
>>>>>> people use the same processed animation data.
>>>>>>
>>>>>> If you set it to only 1 maximum instance, everyone would animate and
>>>>>> walk in unison which is really crappy, and if you do too high a number
>>>>>> maximum instances, too many people are animating and it eats up a lot of
>>>>>> CPU.
>>>>>>
>>>>>> So you basically find the balance and say "well its hard to tell that
>>>>>> they are sharing animations if you do 3 max" and then you have your magic
>>>>>> number, and the game runs faster.
>>>>>>
>>>>>> It's kind of cool... just wanted to share it with everyone...
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>
>

Other related posts: