Thread: [TSL WIP] Improved HK-47 Model
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Old 02-17-2013, 12:29 AM   #10
Darth_Tempust
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Join Date: Sep 2005
Posts: 98
Quote:
Originally Posted by redrob41 View Post
Wouldn't adding a mesh overtop of the bones hinder performance? You're basically doubling the number of polys (or in the case of making it smoother, it's more like 2.5x to 3x).

I think that if you just edited the bones, you wouldn't mess up the animations. I've edited a model for RoR (it's a secret character, so I'm not gonna post spoiler images), and I've added polys to both the mesh and the bones, with full animations included in the model. Mind you, I only added about 72 polys to the foot bones, just so the shadow would look right.

Maybe you could do a test of just the higher poly bones without the mesh attached, and see if the animations still work out?
HK47's animations are in the one file with the model so while I could edit the bone mesh, I'd rather not just incase if somehow the improbable happens and it does stuff something up.

Having a seperate mesh will only cause performance issues if I have both the bones mesh & and the new mesh rendered which I've turned off the bone mesh rendering. It has a custom shadow model which is lower in quality than the stock HK47 model (but still gives good shadows) to also save on performance.


Just an FYI to everyone:

For models to render floor shadows you must have your mesh using the "trimesh modifer" as the "skin modifier" will just cause them not to render at all. Generally, models use their bones for floor shadows but I rather a custom shadow model.

Last edited by Darth_Tempust; 02-17-2013 at 12:50 AM.
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