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Bones - Skeletal and Pose Animations for jPCT/jPCT-AE => Bones => Topic started by: kiffa on August 10, 2012, 08:38:59 am

Title: Could i load the skin-animations separately?
Post by: kiffa on August 10, 2012, 08:38:59 am
I have an animated-dog, it has many skin-animation-frames(about 2000+, sampled by 24frame/s).

If i load all of them in one time, the left memory will be not enough. So, i want to load 1 - 1000 frames in scene1, and when the world switch to scene2, i will release 1-1000 frames, and load 1000-2000 frames.

How could i do this?
Title: Re: Could i load the skin-animations separately?
Post by: raft on August 10, 2012, 10:23:28 am
isnt exporting them to separate files an option?
Title: Re: Could i load the skin-animations separately?
Post by: raft on August 10, 2012, 10:26:25 am
you can either export to separate xml files or programitcally split single xml to separate .bones files
Title: Re: Could i load the skin-animations separately?
Post by: kiffa on August 11, 2012, 06:11:05 am
Do you mean that:

1, export "dog-mesh + dog-skin-animation(1-1000frames)" as dog1.bones

2, export "dog-mesh + dog-skin-animation(1001 - 2000frames)" as dog2.bones

In this way,  the dog-mesh will be loaded twice, but it only need be loaded once.

Could i load the mesh.xml once and load the skeleton.xml separately?
Title: Re: Could i load the skin-animations separately?
Post by: raft on August 11, 2012, 01:30:08 pm
yes that's what I mean.
 
you don't need two animations at the same time, right? load and use first. then discard it and load second. that way only a single copy of mesh will be in memory
Title: Re: Could i load the skin-animations separately?
Post by: kiffa on August 13, 2012, 08:10:29 am
Yes, there is only one copy of mesh in memory, but i need to load the same mesh twice, which means more "waiting time" for users.

But i think this is not a serious problem, i can handle this by someway, thanks!