| bio | website | toastlet.iamtoast.biz/… |
|---|---|---|
| location | Germany | |
| age | 33 | |
| visits | member for | 6 months |
| seen | May 15 at 12:48 | |
| stats | profile views | 21 |
I am.
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May 15 |
comment |
Giving the update function a history @Attackfarm I have no idea what you are talking about. |
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May 15 |
comment |
Giving the update function a history It's about procedural animations. For instance, I want to move a character from A to B. As soon as he is at B, he should rotate around 20°. Then he should wait for event z to happen. Currently I do it like move = false -> if keypress -> move = true... I simply want to define a whole set of events that should be executed without having to think frame-wise. Also think multiple levels of character traits. In other words: history. |
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May 14 |
asked | Giving the update function a history |
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Apr 8 |
comment |
Maintaining frame rate while using many High Resolution models Realize, that it's not about trolleys anymore. Realize also that this is the entire scene count. Play the whole scene using the demo I provided, I uploaded it for this very reason. Then give me ideas how you would simplify that. |
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Apr 7 |
comment |
Maintaining frame rate while using many High Resolution models @Teifi: Also see the main post, it's updated with a demo for you to see yourself. |
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Apr 7 |
comment |
Maintaining frame rate while using many High Resolution models Polycount is 213,672. Verts: 148,860. FPS 17.297 |
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Apr 6 |
revised |
Maintaining frame rate while using many High Resolution models added 41 characters in body |
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Apr 6 |
comment |
Maintaining frame rate while using many High Resolution models Main post updated. |
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Apr 6 |
comment |
Maintaining frame rate while using many High Resolution models How do I determine the polycount? PS: Main post updated. |
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Apr 6 |
comment |
Maintaining frame rate while using many High Resolution models Main post updated. |
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Apr 6 |
comment |
Maintaining frame rate while using many High Resolution models Main post updated. |
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Apr 6 |
revised |
Maintaining frame rate while using many High Resolution models briefly explain your changes (corrected spelling, fixed grammar, improved formatting) |
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Apr 6 |
awarded | Editor |
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Apr 6 |
revised |
Maintaining frame rate while using many High Resolution models added 116 characters in body |
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Apr 6 |
comment |
Maintaining frame rate while using many High Resolution models I found that even though I am using opacity maps(128 x 128) just ten trolleys and even 3dsmax begins stuttering. |
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Apr 6 |
comment |
Maintaining frame rate while using many High Resolution models I found that even though I am using opacity maps(128 x 128) just ten trolleys and even 3dsmax begins stuttering. |
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Apr 6 |
comment |
Maintaining frame rate while using many High Resolution models I found that even though I am using opacity maps(128 x 128) just ten trolleys and even 3dsmax begins stuttering. |
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Apr 6 |
comment |
Maintaining frame rate while using many High Resolution models I found that even though I am using opacity maps(128 x 128) just ten trolleys and even 3dsmax begins stuttering. |
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Apr 5 |
asked | Maintaining frame rate while using many High Resolution models |
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Mar 7 |
comment |
How to convert a silhouette to a blob? I see what you are talking about now. Is this the only solution? Because I created a setup which let's me draw a silhouette, the mouse button goes down, I move around and the mouse button goes up again. Then I have a silhouette. What you do is create a basic structure, modify it, extrude it and meshsmooth it, which does not give you the same results as ShapeShop does. I think there must be a way as shapeshop is free and 3dsmax costs much money, 3dsmax should be able to do that much better and easier. |