I’ve noticed that, even if you have designed everything efficiently in a scene, Actor animation can drink down a lot of fps. I know you can create an animation LOD, but that’s not really effective if the Actors are all going to be around the camera (up close and personal).
Just wondering,
Is there anything else that can be done to minimize fps lost from animations?
Other wise I would say a full detailed environment with a dozen actors would ‘flatten’ the fps at 30.
For testing purposes, I have several joints exposed on one Actor, and just one joint exposed on four more Actors.
Can’t imagine exposing a joint would cause major fps drop.
I have placed a punch of Actors on the screen with just one animating, and the fps stayed perfect. That’s why I’m assuming the animated vertices are expensive, but are a major part of any game application.
I guess testing things out was the smart thing to do, instead of working on a project right away.
You have to run all of the animations and the model(s) through egg-optchar at the same time. It is doing wholesale restructuring of your skeleton hierarchy. If you try to do just part of it, it will mess up your animations.
If that’s the case, then wouldn’t it be better to do it when all animations are done? But I wouldn’t even know how many animations I might design at this point.
Which brings me to this question -
If another animation gets added to an Actor later, after an optchar was performed, would all models and animations have to receive the optchar again?
Yes, just re-run egg-optchar every time you add a new animation, or modify the animation data in any way. Think of it as part of the process of preparing your character tables for real-time rendering.
This is were I wish you could paste directly into the command line. One “typo” in the command and you have to re-type. If you have numerous animations, that can kill you.
Question -
I’ve only used egg-optchar on a single file. For multiple files, do I have to define multiple outs? or should I just define an out put directory and expect the process the give each new file the same name as the original?
Are you sure you were loading both the model and the animation files from Odir, and not from the original source? egg-optchar works perfectly well with low-poly models, but it sounds like you were loading files from different sources.
You can make sure that the original source directory is on your model-path to fix the error messages about textures.
I actually over wrote my origianl files with the new ones (but saved the original just in case). The process doesn’t identify all bones, because it’s reporting that there isn’t a bone by this name or that name, which is incorrect. Egg-optchar also had texture issues, couldn’t find them in short.