well, same as GMN, i would love to play with mesh deform. every time i want to do something organic, i think 'meh, whats the point'
so, any chance we will see it in the nearest future ? it would be another big step in developement since knork's resource harvesting
xmass gift for me plox ? im too old to get candys
mesh deform
Moderators: MR.D, Moderators
Re: mesh deform
I can not overstate how useful mesh deform and the ability to import actual animations into the engine would be.
Re: mesh deform
Very useful, of course.
I'd prefer to see per-object textures first, but I understand the reasons why we don't have such a thing currently that leads me to believe it will be a huge project to add something even as taken for granted as that.
All I'm saying is, patience is a virtue.
I'd prefer to see per-object textures first, but I understand the reasons why we don't have such a thing currently that leads me to believe it will be a huge project to add something even as taken for granted as that.
All I'm saying is, patience is a virtue.
Re: mesh deform
oh forgot about this one !FLOZi wrote:I'd prefer to see per-object textures first
my main question is - is it even on the 'to do' list ? what are the chances we will ever see it in spring? coz of spring games i start getting 'Cremuss syndrome', and i find modeling organic stuff much funnier than robots (like these bob's bugs, wc3-a-like models i love)
Re: mesh deform
Of course, as much as mesh deform would be incredibly useful, I still think the biggest area that needs improvement is pathing.
Re: mesh deform
Well, these two problems will attract entirely different types of programmers to solve them. You can request both in the same time frame.
Re: mesh deform
Monthly topic rotation
While the obvious counter to this request is that mesh deformation on a scale of thousands or hundreds of units has performance issues, Im surprised nobodies said this, as has been put forward for IK. Theres nothing stopping a successful project that has the scale of Dawn Of War I or smaller in this engine.
While the obvious counter to this request is that mesh deformation on a scale of thousands or hundreds of units has performance issues, Im surprised nobodies said this, as has been put forward for IK. Theres nothing stopping a successful project that has the scale of Dawn Of War I or smaller in this engine.
Re: mesh deform
except the lack of mesh deform? or what... im confused now.AF wrote:Theres nothing stopping a successful project that has the scale of Dawn Of War I or smaller in this engine.