I was all a fan of spline modelling - basically the vector approach to 3d - but it has problems. Its scales not well.
PS: if you have a seriously good 3d point stack, you can see the dolphin in the woman topview
Graphit Modelling is nice,but specialises on the organic, static - not to complex model. Which admittetly most are
https://www.youtube.com/watch?v=B5BKmZJdvxU
This sounds promising:
http://www.meyumer.com/semantic_editing.html
Anyone having a betterr process ?
Modeling Methods
Moderators: MR.D, Moderators
Modeling Methods
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- VelvetClaw
- Posts: 37
- Joined: 10 May 2012, 03:34
Re: Modeling Methods
Oh, I think you guys in SpringRTS lack organic models. I'm working to change that.
Re: Modeling Methods
we lack organic models because the engine lacks mesh deformation. It isn't about an inability to do organic work.
- VelvetClaw
- Posts: 37
- Joined: 10 May 2012, 03:34
Re: Modeling Methods
"Lacks mesh deformation" is a lazy man's excuse. I will prove it to you soon.
Re: Modeling Methods
Mesh deforms are really a minimum requirement for good animation of organics.
Re: Modeling Methods
And yet.. it would be completely add odds with the way of spring animates things.
Per Piece Mesh deformation would be nice and would be easier to realize in engine..
Per Piece Mesh deformation would be nice and would be easier to realize in engine..
Re: Modeling Methods
You are self-contradicting.And yet.. it would be completely add odds with the way of spring animates things.
Per Piece Mesh deformation would be nice and would be easier to realize in engine..
Mesh deformation where a single model contains multiple meshes is still mesh deformation.
Skinning done on a model carrying multiple skins is still skinning. In fact, assimp allows this to be imported by default.
There is nothing "at odds" and no thing is easier to implement than the other.
Re: Modeling Methods
That's cute, my work speaks for it's self m8VelvetClaw wrote:"Lacks mesh deformation" is a lazy man's excuse. I will prove it to you soon.
Re: Modeling Methods
Pure Meshdeform Animation doesent even have a skeletton- its just a morpher. Where to attach nanopositions? Weapons emitpositions? Some Vertex.Anarchid wrote:You are self-contradicting.And yet.. it would be completely add odds with the way of spring animates things.
Per Piece Mesh deformation would be nice and would be easier to realize in engine..
Mesh deformation where a single model contains multiple meshes is still mesh deformation.
Skinning done on a model carrying multiple skins is still skinning. In fact, assimp allows this to be imported by default.
There is nothing "at odds" and no thing is easier to implement than the other.
We are not talking about Skeletal Animation here i presume. We are talking about good old, Several Stations to Face mimics mesh deformation with a morpher.
https://www.youtube.com/watch?v=O9dJCT6AuCM
If a skeletton is involved for animation things are diffrent. You could use bones there- which would make things easy.
Re: Modeling Methods
Oh you're saying that shape keys are easier than skinning. That's an interesting viewpoint.