How to smooth a previously animated mesh?

Hansel

04-01-2007 10:34:31

Hello people :D


I asked something similar before in the main forum but I did'n get any aswer, for that reason I'll change the question. I have an animated mesh with the skin and bones correctly added. I can export it and works perfectly in Ogre. The problem comes when I try to smooth the animated mesh and then export to Ogre.

Ogre Exporter shows me an exception: exceeded vertex countskin. And Ofusion exports it but the mesh looks very corrupted in ogre.

Original mesh



LARGE -> http://i16.photobucket.com/albums/b12/t ... lem2-2.jpg


Original mesh + smooth



LARGE -> http://i16.photobucket.com/albums/b12/t ... lem3-2.jpg




What I can do to animate the mesh and then smooth it? :?






pd.- I can smooth the mesh before and the animate it but the work to do this is is very larger in comparison.

Lioric

05-01-2007 16:18:23

You cant have any geometry modifiers on top of the skin or animation modifiers

When working (modeling) for interactive applications, you need to observe a defined set of rules, and this is part of them

If you need high detail, you should look in to "normal mapping", with this you bake the high detail of the model in a special texture that is applied to your low res model (you can keep animating your low res model), and the results are very good

Paulov

05-01-2007 17:37:35

Hi hansel,

I think the what you need is an app similar to this one.

http://developer.nvidia.com/object/melody_home.html

and make those polygons not faceted.

Now the same but in spanish
__________________________________________________________

Que pasa Hansel

Oye, lo dicho, que lo suyo es que uses un soft tipo el Nvidia Melody.

Y sobre todo yo veo esos poligonos super faceteados, no se como se hace para que se vean en plan smooth, pero se puede fijo, hay un foro en espaƱol del canal #3dsymax del IRC donde seguro que te pueden echar un cable.

H3d

31-01-2007 16:23:36

Hey!

I had the very same problem, got it solved now:

somehow ogre seems to have a problem with this smooth applied last.
try NOT to have Meshsmooth (or turbosmooth or whatwever u use)
on TOP of your modyfier stack.

I could solve it this way, to have the used "physique" on top, underneath the smooth... it workes fine now. maybe this solves you problem too..?!

:) Hannah