Bones - Skeletal and Pose Animations for jPCT/jPCT-AE > Bones

General advice on model/skeleton structure for Bones

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neo187:
Hello there

Before I start skinning and rigging my model for this Android demo that I'm making with JPCT, I was wondering if there is any particular guidelines on how the model should be built.

Is there a rough number of polys that you guys would recommend for the average Android phone when using this engine? Is there any special instruction for the building of the skeleton? Number of bones, dependencies etc....

Thank you very much!

raft:
Well, not really. It all depends on your application. Needless to say, low polys perform better, high polys looks better. Number of polygons also depends on how many of animated models you will use simultaneously. It also depends on background scene. A few hundreds polygons may be optimal, but again it depends on your application.

Number of bones in skeleton does not make much difference. It certainly increases memory usage and processing but not that much. No other requirements for bones in skeleton.

neo187:
Thanks for your help on that, some formats like the .psk for Unreal requires very funny pre requisites like that all bones generate indirectly from the master bone and are somehow linked to it....

I was thinking of something of roughly the same level of detail as the Ninja model in the demo, am curious as to how many polys are there... There would only be one animated model and a fairly small scene with low poly models....

Also, are bounding boxes created automatically for animated groups or is there a function to call? For regular Object3D objects I understand that obj.build() would do that?

Thanks for your help!

raft:
Don't know th exact number but Ninja has 781+61 vertices. (body + sword). so it has roughly ~300 polygons

For bounding box, as Animated3D extends Object3D, it has all the properties Object3D has including bounding box

neo187:
Thanks for that! I am actually trying to move the Ninja around and test for collisions with another model but I get a NullPointReference if I call


--- Code: --- directionVector = ninjas.get(0).getRoot().checkForCollisionEllipsoid(directionVector, ellipsoid, 1);
--- End code ---

So basically I call the addNinja() method on startup which places the ninjas.get(0) ninja in the middle.  I added these line to the addNinja method to enable collision detection:


--- Code: ---ninja.getRoot().setCollisionMode(Object3D.COLLISION_CHECK_SELF);

--- End code ---

Right before the ninja.addToWorld method and then if a button is pressed I set apply the direction vector to it but with the checkForCollision call I only get a Null error....

Any idea why?

Thanks for your awesome help.

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