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 Post subject: mesh deform
PostPosted: 22 Dec 2010, 00:16 
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Joined: 15 Dec 2008, 15:53
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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 :cry:


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 Post subject: Re: mesh deform
PostPosted: 23 Dec 2010, 11:01 
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I can not overstate how useful mesh deform and the ability to import actual animations into the engine would be.


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 Post subject: Re: mesh deform
PostPosted: 24 Dec 2010, 03:08 
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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.


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 Post subject: Re: mesh deform
PostPosted: 24 Dec 2010, 03:39 
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FLOZi wrote:
I'd prefer to see per-object textures first


oh forgot about this one !

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)


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 Post subject: Re: mesh deform
PostPosted: 24 Dec 2010, 09:16 
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Of course, as much as mesh deform would be incredibly useful, I still think the biggest area that needs improvement is pathing.


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 Post subject: Re: mesh deform
PostPosted: 25 Dec 2010, 23:40 
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Well, these two problems will attract entirely different types of programmers to solve them. You can request both in the same time frame.


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 Post subject: Re: mesh deform
PostPosted: 26 Dec 2010, 22:40 
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mtr?


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 Post subject: Re: mesh deform
PostPosted: 02 Jan 2011, 22:27 
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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.


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 Post subject: Re: mesh deform
PostPosted: 02 Jan 2011, 22:50 
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AF wrote:
Theres nothing stopping a successful project that has the scale of Dawn Of War I or smaller in this engine.


except the lack of mesh deform? or what... im confused now.


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