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Bones - Skeletal and Pose Animations for jPCT/jPCT-AE => Bones => Topic started by: androidman on June 03, 2011, 11:00:35 am

Title: What is the best way to create multiple AnimatedGroup from the same model
Post by: androidman on June 03, 2011, 11:00:35 am
Hi raft,

In my android game, i create multi AnimatedGroup from the same model and let all of them  animate continuously  at the same time. The problem is your slerp() function create so many Quaternion object in runtime, thus my game is slow down. Can you tell me how to reduce the number of Quaternion object or whatever to speed up my game?

I create AnimatedGroups at the same way with your bones example.

thank you so much.
Title: Re: What is the best way to create multiple AnimatedGroup from the same model
Post by: raft on June 03, 2011, 11:32:12 am
hi,

AnimatedGroup.clone(false) is the best way to create many groups that are animated separately. This way, they share all animation data to reduce memory. with false argument they dont share mesh so they can be animated separately.

I'm at holiday and out of city now, I will look at slerp() next week.
Title: Re: What is the best way to create multiple AnimatedGroup from the same model
Post by: raft on June 05, 2011, 05:42:25 pm
done. Quaternion.slerp(..) does not create a new Quaternion anymore. please re-download bones.zip
Title: Re: What is the best way to create multiple AnimatedGroup from the same model
Post by: androidman on June 09, 2011, 04:23:25 am
Thank you so much!

Bones works very well. There is no Quaternion object in runtime! :o
This Bone's version  has many different thing against the old version (ver 2), so can you tell me what features are added or upgraded?
Title: Re: What is the best way to create multiple AnimatedGroup from the same model
Post by: raft on June 09, 2011, 11:47:10 am
no major changes. mostly bug fixes and small improvements. see history (http://www.aptalkarga.com/bones/history.html)