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Modeling Methods
Posted: 04 Jun 2015, 12:20
by PicassoCT
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 ?
Re: Modeling Methods
Posted: 11 Aug 2015, 03:15
by VelvetClaw
Oh, I think you guys in SpringRTS lack organic models. I'm working to change that.

Re: Modeling Methods
Posted: 11 Aug 2015, 03:31
by smoth
we lack organic models because the engine lacks mesh deformation. It isn't about an inability to do organic work.
Re: Modeling Methods
Posted: 11 Aug 2015, 13:13
by VelvetClaw
"Lacks mesh deformation" is a lazy man's excuse. I will prove it to you soon.
Re: Modeling Methods
Posted: 11 Aug 2015, 13:16
by gajop
Mesh deforms are really a minimum requirement for good animation of organics.
Re: Modeling Methods
Posted: 11 Aug 2015, 16:10
by PicassoCT
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..
Re: Modeling Methods
Posted: 11 Aug 2015, 16:49
by Anarchid
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..
You are self-contradicting.
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
Posted: 11 Aug 2015, 18:31
by smoth
VelvetClaw wrote:"Lacks mesh deformation" is a lazy man's excuse. I will prove it to you soon.
That's cute, my work speaks for it's self m8
Re: Modeling Methods
Posted: 12 Aug 2015, 09:33
by PicassoCT
Anarchid wrote: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..
You are self-contradicting.
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.
Pure Meshdeform Animation doesent even have a skeletton- its just a morpher. Where to attach nanopositions? Weapons emitpositions? Some Vertex.
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
Posted: 12 Aug 2015, 09:55
by Anarchid
Oh you're saying that shape keys are easier than skinning. That's an interesting viewpoint.