[project1dev] Re: Animation LODing

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 9 May 2009 17:35:52 -0700

thats good to know, thanks Chris (:

On Sat, May 9, 2009 at 5:32 PM, Chris Sherman <cshermandesign@xxxxxxxxx>wrote:

> Sure, will do animation
>
> Sent from my BlackBerry
>
> ------------------------------
> *From*: Alan Wolfe
> *Date*: Sat, 9 May 2009 17:29:16 -0700
>
> *To*: <project1dev@xxxxxxxxxxxxx>
> *Subject*: [project1dev] Re: Animation LODing
> anybody willing to try animation sometime?
>
> right now all the animations have been done by me, and you all have more
> artistic skill in your little pinky than i do in my whole body so im sure
> any one of you would do a better job :P
>
> On Sat, May 9, 2009 at 5:23 PM, Chris Sherman <cshermandesign@xxxxxxxxx>wrote:
>
>> I'm good at both organic and geometric modeling, I can do buildings props
>> and characters. I've done some IK boning as well but its been a while. I am
>> willing to take on any assignment
>>
>> Sent from my BlackBerry
>>
>> ------------------------------
>> *From*: katie cook
>> *Date*: Sat, 9 May 2009 12:34:02 -0700 (PDT)
>>
>> *To*: <project1dev@xxxxxxxxxxxxx>
>> *Subject*: [project1dev] Re: Animation LODing
>> Hey Guys,
>>
>> My strength is in item/prop modeling, I would like to contribute to that.
>>
>> I would love to help with other small art stuff too if needed, like
>> temp/basic character models, block animation, textures, etc. I haven't spent
>> much time working with these things in a while, but it would be a great way
>> to get reacquainted with them and get some experience.
>>
>> Thanks for letting be a part of the team guys. I am super excited to help.
>> =)
>>
>> Katie
>>
>> --- On *Fri, 5/8/09, figarus@xxxxxxxxx <figarus@xxxxxxxxx>* wrote:
>>
>>
>> From: figarus@xxxxxxxxx <figarus@xxxxxxxxx>
>> Subject: [project1dev] Re: Animation LODing
>> To: project1dev@xxxxxxxxxxxxx
>> Date: Friday, May 8, 2009, 10:14 AM
>>
>> 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.
>>
>> ARTISTS:
>> 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
>>
>> ------------------------------
>> *From*: katie cook
>> *Date*: Fri, 8 May 2009 10:02:15 -0700 (PDT)
>> *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<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx>>
>> wrote:
>> > Hey that looks nice Katie!
>> >
>> > On Thu, May 7, 2009 at 10:49 PM, katie cook 
>> > <ktmcook@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=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<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx>>
>> wrote:
>> >>
>> >> From: Alan Wolfe 
>> >> <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx>
>> >
>> >> Subject: [project1dev] Re: Animation LODing
>> >> To: 
>> >> project1dev@xxxxxxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?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://us.mc361.mail.yahoo.com/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://us.mc361.mail.yahoo.com/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://us.mc361.mail.yahoo.com/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://us.mc361.mail.yahoo.com/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://us.mc361.mail.yahoo.com/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://us.mc361.mail.yahoo.com/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://us.mc361.mail.yahoo.com/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...
>> >>>>>>
>> >>>>>
>> >>>>
>> >>>
>> >>
>> >>
>> >
>> >
>>
>>
>>
>>
>

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