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TripolySunni
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Default 3rd October 2008

Quote:
Originally Posted by Red Phoenix View Post
y not, but all in due time, i'm kinda busy these days with something else but let's make a mental note to check this possibility some other time. i'll msg u if i have something.

as for exporting IK and joints, plugins always did this, and nowadays collada is the hype more than others between 3d asset software and 3d development software.

we all know what they can export, but we do need someone who knows how to rig the characters in a fashion that will not break when imported into the game engines and editors hehe

imagine exporting a character with 50 bones to an engine that can run only 8 bones in hardware for the skinning hehe.
then u got the weight issue when u export and how some engines skin differently than the modifiers of max hehe
then u need good animation or no animation at all, that's really important. and u need to check if the engine u are using uses procedure animation with each sub component getting animated alone and/or if it uses morphs targets.

and the the holy grail of getting ppl pissed off, is the design of the level and implemetation of the assets without killing off performance taking into consideration what type of 3d game engine is gonna get used.
portal engines are good if designers know how to connect the zone properly together and bsp engines(may they RiP) kinda massacre any 3d mesh u export due to limitations but they usually run faster.

and none of this is of any importance if the gameplay elements are no fun hehe. a fault all too many ppl fall for.

i'm glad to note here that bsp engines are going the way of the dinosaurs, the last impressive game that was made using such an engine was doom3 and quake 4 i think.

and finally if things weren't complicated enough, do u go for a AAA engine that will cost betweem 150 000 $ and 1 500 000 $ or do u stick if u cant afford big licenses with a small indie engines that will cost between 200$ and 1500$ and go berzerk trying to use their imcomplete toolset hehe
I leave all that up to you


BTW as an animator i worked on a game before but they never give you the headaches Above, You just do what you do best and they only give you a limit of faces and tell u if the Mesh should be triangulated or Not.

That's why i never enjoyed making that game much, I like to make Super-realistic Super Heavy Models and render them in the most expensive and sophisticated renderer i can find ;)
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