GameMonetize Posted April 20, 2017 Author Share Posted April 20, 2017 THAT'S A F***ING GOOD NEWS! ozRocker 1 Quote Link to comment Share on other sites More sharing options...
ozRocker Posted April 25, 2017 Share Posted April 25, 2017 Do you think it'd be possible to morph using a target that only contains the vertices that are different? So if I have a person and the only thing that is changing is their face then I could just store the points for their face, instead of having to store all vertices for the whole body. I don't know too much about morphing so I'm not sure if this is possible Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted April 25, 2017 Author Share Posted April 25, 2017 It is possible but you'll still have to provide all vertices. And while it will be sub optimal for memory, regarding perf it will be great because all will be done by the GPU Quote Link to comment Share on other sites More sharing options...
ozRocker Posted November 7, 2017 Share Posted November 7, 2017 This could get expensive if I'm doing facial expressions for a 20,000 vertex mesh of a person. The mesh will double in size with every facial expression. There must be a way to only store changes to the face vertices Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 7, 2017 Author Share Posted November 7, 2017 unfortunately the way the shader works requires duplication of vertices: https://github.com/BabylonJS/Babylon.js/blob/master/src/Shaders/ShadersInclude/morphTargetsVertex.fx Quote Link to comment Share on other sites More sharing options...
ozRocker Posted November 8, 2017 Share Posted November 8, 2017 What if I split the head from the body so its a separate mesh? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 8, 2017 Author Share Posted November 8, 2017 This should work Quote Link to comment Share on other sites More sharing options...
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