Why Modifiers's animation can't work in Ofusion?

jojomi

29-05-2007 08:14:47

Hi,
3Dmax's Modifiers can change an object's geometry in Ofusion ,like bend modifier,twist modifier and so on....
but Modifiers's animation can't work in Ofusion,why?

Evak

29-05-2007 16:22:46

I havent tried it, but it might be possible with morph anim in the pro version. The problem is that the modifiers animate at a per vertex level.

This means that most game engines need to store animation information for every single vertex postition. for the bend your better off using bones so you only have to store animation for each bone. Per vertex animation requirea a lot of data to be stored in your game unless you want to code your own modifier for Ogre?

Some engines that do support simple morphing with something like the bend modifier actually just add a bone for every vertex in your mesh and animate that. Which ever way you do it will be quite expensive.

Lioric

29-05-2007 17:48:07

Pose and Morph animations are fully supported in Pro version only

Any kind of mesh animator is supported (as long as it doesnt modifies the vertex count)

jojomi

30-05-2007 03:07:16

Thanks!!
but,Everying use bone animation will be quite expensive :(
that you mean, i can't animate Modifiers's parameters?
Like this pic:

Evak

30-05-2007 05:44:11

Lioric says that in ofusion (Pro Version) the modifiers should work, so long as the mesh vertex count isn't changed during the mofifier process, so there is a good chance that your example screenshot would work.

jojomi

31-05-2007 07:35:33

OK,i see......:)
Thanks for the reply!!!