I was just wondering if there was any kind of limit to the amount of bones that can be in a .x file. I just did a test with 217 bones and it ran fine. so I was wondering if there was a limit in the .x file itself. I know 3Drad has a limit to how many bones you can call with functions(at least there was with 3Impact, 200 or something) but I mean just in the .x file itself as I won't need to call these bones directly just play an animation. thanks if anyone can shed some light on this as I'm curious to know.
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well that's sounding great so far Logmyster! I stumbled onto a lightwave plugin today that allows for bones to be attached to vertex's. so that means I can attach bones to the vertex's, and cloth dynamics to the mesh and record the keyframes. this will be great so I can achieve dynamic interpolation between and during cloth animation precomputed for my main character, byebye fbf yay! so that's why I was checking to see if there was a limit as these test proved very successful and didn't want to have to break the model up if there was a limit. thanks.
jestermon
I once did a dynamic terrain changing mesh using 640 bones, with each bone attached to a single vertex, and had no problems there. Pity dynamic meshes cant be used 3D Rad as terrains though.. But you are quite safe with the numbers you are mentioning.
just did a test today and the max bones with weightmaps I can actually use with animations is 287 bones/weightmaps. any more and it carashes mview.exe, it does load in rad\3Impact\dxview but verts above the limit are out of whack, so I scaled back and forth till mview didn't crash and that was the above limit. I need to run it through mview for compression so that's the limit as far as I can see.
jestermon
just did a test today and the max bones with weightmaps I can actually use with animations is 287 bones/weightmaps. any more and it carashes mview.exe, it does load in rad\3Impact\dxview but verts above the limit are out of whack, so I scaled back and forth till mview didn't crash and that was the above limit. I need to run it through mview for compression so that's the limit as far as I can see.Fascinating.. I reloaded my old dynamic terrain, and it still runs smoothly.. I used cinema4D to set the bones, and use Panda3D to render the runtime. So limits may be app based.
it might be something to do with the dstorm exporter but I can't be certain as it all looks good from the file. i tried opening it in fragmotion after mview failed but it said the hierachy was too complex an couldn't load it. but it's ok I got just enough detail I was needing without haveing to break the model up.
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