[project1dev] Re: Animation LODing

  • From: figarus@xxxxxxxxx
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 8 May 2009 17:14:14 +0000

Hey katie, I think we"re gonna compile an official list for artists so we can 
start divying it up... I will do that today (soon) so we can get it going. 

Just so we can all get to know each other, maybe if you could write down what 
you're interested in doing - like building/landscape modeling, character 
modeling, monster modeling, item and props modeling, texturing, animation, etc 
etc etc

For myself, I plan on doing concept art and setting the basic theme/style and 
then filling in wherever else we need production wise.  I know art is a little 
behind (I've been focused on getting design down but its definitely time to 
start getting art in, even temp art cuz it'll probably take a few levels of 
polishing before we get the game where we want on an art level.) but we have a 
lot of talent and I think once we get some kinks out in the work flow and a 
production schedule so we all know what we're doing and who can help what, etc 
we can pump stuff out pretty quick and also once we have a library of props 
it'll be easier for scripters and level builders too...

So yeah, let's get this stuff resolved soon :)

Sent via BlackBerry from T-Mobile

-----Original Message-----
From: katie cook <ktmcook@xxxxxxxxx>

Date: Fri, 8 May 2009 10:02:15 
To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Re: Animation LODing

Yea, I tried a few different scenarios, which proved to be unstable. Then I 
stumble upon the FBX Plug-in (which is awesome), and all was well. The FBX 
seems to work the best and is the easiest to use. =)
I can start doing more models now if you guys just want to hit me up with what 
you need.
I am in Seattle, and have evenings free most nights after 6 and all day 
Saturday/part of Sunday.
Happy Gaming! =)

--- On Fri, 5/8/09, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

From: Chris Riccobono <crysalim@xxxxxxxxx>
Subject: [project1dev] Re: Animation LODing
To: project1dev@xxxxxxxxxxxxx
Date: Friday, May 8, 2009, 1:25 AM

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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