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Is it possible to make a face fixed in upspring?

Posted: 07 Aug 2006, 22:17
by rattle
ImageImage

I want to use the arms and gun for aiming up and down, but the ammo belt would move with them. Is it possible to have a face fixed in position in upspring so the belt would move but not the end, which should stay attached to the backpack?

Posted: 07 Aug 2006, 22:23
by Gnomre
Nope.

Posted: 07 Aug 2006, 23:04
by FLOZi
Indeed not.


We need bones, before i go on a rampage and destroy scriptor/servo/half the universe in animating rage.

Posted: 07 Aug 2006, 23:12
by rattle
Boo-fucking-hoo :'(

So I'll either have to restrict the arcs that the belt stays in the backpack but bobs up and down or abuse the body for aiming too... anyway thanks.

Posted: 18 Aug 2006, 23:35
by Skeram18
So I'm new here and I don't know the limitations of the spring engine. But could you make the hose 2 or 3 meshs' rather then one?

Posted: 19 Aug 2006, 00:36
by Das Bruce
Skeram18 wrote:So I'm new here and I don't know the limitations of the spring engine. But could you make the hose 2 or 3 meshs' rather then one?
That wouldn't solve it, current animations require seperate pieces. I would suggest pivoting at the pelvis since that would remove this problem and look more natural as long as you limited the x arc.

Posted: 19 Aug 2006, 01:58
by rattle
Image
I'll have the upper body as single object now anyway.

Any ideas on how to reduce polys on the model without sacrificing detail? Currently the infantry got twice the amount of polys than any vehicle I did and I've already removed over 500 tris... :(

Posted: 19 Aug 2006, 03:28
by Das Bruce
Whats the poly count?

Posted: 19 Aug 2006, 11:53
by rattle
630 tris for the rocket guy and 888 tris for the minigun one. They had about 1200 to 1400 in the beginning...

Posted: 19 Aug 2006, 12:03
by unpossible
how about simplifying the front of the MG belt/strap a little...and having fewer barrels on the mg itself?

Posted: 19 Aug 2006, 12:45
by Das Bruce
rattle wrote:630 tris for the rocket guy and 888 tris for the minigun one. They had about 1200 to 1400 in the beginning...
Thats not too bad really, atleast I don't think it is.

Posted: 19 Aug 2006, 15:32
by rattle
unpossible wrote:how about simplifying the front of the MG belt/strap a little...and having fewer barrels on the mg itself?
The straps are about 80 tris each, could remove some I guess. The barrels are only 9 faces each (or 10 if faces I've hidden aren't ignored).

http://rattle.from-hell.net/dune/ the rest of the models. Only the MCV breaks the 1000 mark because of the 10 tires which I can't remove. A way to combat high polycount would be strict build limits to limit the amount of units in the game at any time later.

Posted: 26 Aug 2006, 15:30
by Snipawolf
Hmm, sounds like me when I started modeling, I hardly even get the chance to brag about wiping out a lot of polies any more :P

Good luck, You shouldn't need too many polies, keep em under 1000 or so and you'll be fine..

Posted: 26 Aug 2006, 17:03
by Drone_Fragger
Polies don't make the game lag you know. Did no one read Caydrs Proof about this? What Lags is the collisions. Although, More polies does make it harder to texture.

Posted: 26 Aug 2006, 17:06
by Snipawolf
So I could make a unit with 10000 polies, and not lag the game?

Posted: 26 Aug 2006, 17:23
by KDR_11k
*sigh*

Posted: 26 Aug 2006, 17:25
by Snipawolf
Ehh, ignore that post on up there... Of course it would lag more... It would have to... And yeah, texturing would be a pain... *sigh* today is going to be very long...

Posted: 26 Aug 2006, 18:02
by imbaczek
Network lag != rendering lag. These are two completely unrelated things.

Posted: 26 Aug 2006, 21:50
by Orakio
I'm not really an expert but for simplifying I can think is a few things I might concentrate on. First is using the texture to replace lack of polygons but making it have features that look 3D. You could also concentrate on bits that can't be seen very well. Then you can dissolve faces or remove vertices that aren't necessary. Also you could try removing things, then zooming out to a level that roughly represents the game level and see if it makes a discernable difference. You are usually allot closer in the 3D modeller than you are in game, at least in TA view.

I have no idea about whether or not it supports a fixed face but if you have it so that the distance from where the backpack goes into the arm (maybe multiple revolving parts) like a little bit sticking out that counder revolves and/or do a little maths with the belt's revolve and perhaps have the belt really two objects overlapping... etc.

Posted: 27 Aug 2006, 01:04
by bobthedinosaur
those guys look awesome