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Author Topic: .x file question...  (Read 893 times)

« on: May 31, 2010, 10:31:51 PM »
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.
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #1 on: June 01, 2010, 04:28:38 AM »
I don't think it does I did a test aswell and got about 293!
I'm never here and if I am I will try and say something...
Sorry tramkp888 I kind of forgot you back in July
« Reply #2 on: June 01, 2010, 05:28:49 AM »
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.
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11

jestermon

« Reply #3 on: June 01, 2010, 09:19:58 AM »
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.
« Reply #4 on: June 01, 2010, 02:37:57 PM »
cool, thanks jestermon, I haven't need this many bones before so good to know it's doable.
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #5 on: June 04, 2010, 02:58:21 AM »
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.
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11

jestermon

« Reply #6 on: June 04, 2010, 06:59:21 AM »
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.
« Reply #7 on: June 04, 2010, 03:36:09 PM »
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.
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
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