Author Topic: Bugs of Animations in Flare studio  (Read 129 times)

Jason Huang   «   on: April 26, 2012, 05:26:48 AM »
Dear Flare team,
The bugs occur when I use vertex animation modifier in 3Ds Max.
(1)
Here is what I did: create my vertex animation in 3Ds Max(its simple, just drag a vertex and apply to the frame flow), then preview in Flare studio, everything is fine, I can see the animations running in studio. However, when I save it as F3D file the animation just gone when I used it by code. In this case I can use the F3D version1 instead of 2 in my code....which means the F3D v2 can not store the vertex animations, am I right?
(2)
When I set any of the models with animation to be invisible using visible=false, the GPU dose not render the animations any more, am I right? In my case, I just want the fake "vertex" to track the real vertex of an object, which means to perform an animations just using the fake"vertex". I know I can set the alpha of the object to make it to be "invisible". But dose it perform much more consuming for the GPU?

Cheers
Jason

Ivan Vodopiviz   «   Reply #1 on: April 26, 2012, 11:16:11 AM »
Hi Jason,

Yes, unfortunately, F3D v2 doesn't have full vertex animation support yet. This will be fixed in a future exporter update.

And no, invisible skinned meshes aren't animated. But instead of setting a low alpha value (as you say, it's expensive), you can make set visible to false and call the SkinModifier.draw() by hand to update the animation. It'd be something like this:

var mesh:Mesh3D;
mesh.modifier.draw( mesh );

Hope this helps!

Jason Huang   «   Reply #2 on: April 26, 2012, 11:41:37 AM »
Hi Ivan,
Could you plz do me a favor? Due to lack of documentations of API, I failed hundreds of times to try to build a class that using IDrawable or Icomponents to perform the fake "vertex" effect which track the vertex whatever the mesh is(animated, skinned or whatever), it seems like it may be a better idea to enhance the performence. I would appreciate that if you could help me a little bit:)
Furthermore, is it possible to do something like bulging out an area of a mesh when the mouse rolling on it? Did I back to the topic that dragging the vertex:) I think I won't give it up until I finally achieve that...lol

Jason Huang   «   Reply #3 on: April 26, 2012, 11:42:43 AM »
Thanks Ivan, you are awesome:)

Ivan Vodopiviz   «   Reply #4 on: April 27, 2012, 01:08:06 PM »
Hi Jason,

IDrawable, by itself, doesn't do much. Its main purpose is to mark an object as something that should be "rendered". Please note that I'm talking about an object that needs to be processed at render time, not necessarily drawn. In fact, the Sound3D example, uses IDrawable to render sounds and not graphics. So there isn't much to document about it, actually. And... I'm afraid I'm not understanding what you want to do. Is it related to this?

Regarding the bulge effect, it isn't trivial, not at all. Neither bones nor vertices can be picked easily, and to make things worse, vertices aren't shared between surfaces on the GPU, so even if you can move some vertices, you have to make your own calculatiosn on how this affects other parts of the geometry. Again, it can and has been done, but it's very hard to come up with a general solution that works for everyone.