[project1dev] Re: Animation LODing

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 8 May 2009 01:25:02 -0700

That's a nice looking pickaxe Katie, this kind of art will help a lot
with the cave!  I especially like that you got Maya importing to
Milkshape, we were having trouble with that before :)

On Thu, May 7, 2009 at 11:38 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> 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> 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>
>>> 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>
>>> 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>
>>>> 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> 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>
>>>>>> 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>
>>>>>> 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...
>>>>>>
>>>>>
>>>>
>>>
>>
>>
>
>

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