Niosop Posted January 19, 2010 Share Posted January 19, 2010 Could we get access to getting bone weights on a per vertex basis and also have access to setting these? This would let us write our own "uniquify" code so you wouldn't have to worry about introducing bugs into the main engine. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Niosop Posted January 20, 2010 Author Share Posted January 20, 2010 Any idea about if you are considering adding this? Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Niosop Posted January 24, 2010 Author Share Posted January 24, 2010 Bump...any feedback? Might happen, not gonna happen, technical problem w/ adding it, low priority, anything? Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
wh1sp3r Posted January 24, 2010 Share Posted January 24, 2010 perhaps, Josh is sleeping Quote -= Phenom II X4 965 3.4Ghz - ATI HD5870 - 6 GB DDR3 RAM - Windows 8 Pro 64x=- Website: http://www.flamewarestudios.com Link to comment Share on other sites More sharing options...
Niosop Posted January 24, 2010 Author Share Posted January 24, 2010 LOL, if he's been sleeping for the past 4 days then he should ignore this request, he's got bigger problems to worry about. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Josh Posted January 24, 2010 Share Posted January 24, 2010 It's not as simple as "this vertex is weighted to this entity". The model has internal indexes of bones when it is loaded, and the vertex data references those indexes instead of the bone entity. The bone data is uploaded to the GPU in an array, and the vertices access this array with their bone indices. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Niosop Posted January 24, 2010 Author Share Posted January 24, 2010 Nod, yeah. I'm just looking for a way to use the existing bone data array w/ a new mesh. So to make an animated mesh either temporarily or permanently non-instanced then you could use a makeUnique script that would create a new mesh, copy the surfaces, assign the same bone weights to the duplicated verts in the new surfaces. Then you hide the original mesh, assign a material to this new surface and it would still be animated. Then to switch back, you just destroy the new mesh you created and unhide the original mesh. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
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