Hello everybody!
I need a little advice. I’m trying to animate a pathExtrude object. For now, I’m simply calculating the vertex position (CPU) and updating them using updateVertexData(). But it doesn’t seem very efficient.
Someone advised me to use the vertex animator from prefab to generate “keyframes” and let the engine interpolate between each frame. It sounds more efficient but it means having a big database of the different positions for each vertex, and I’m afraid of memory issue.
A third solution came to mind: a skeletonAnimator. I would have to
1) Create a path
2) Build a skeleton fitting to this path
3) Extrude the mesh following this path ( around the skeleton)
4) “attach” the mesh to the skeleton
5) Build a database of the different positions (SkeletonClipNode?)
6) Animate the skeleton manually
I believe this would reduce the number of data stored in the memory and keep the advantage of the GPU rendering… but I’m not sure. And I can’t find any tutorial/example/info regarding the point 4, 5 and 6 (specifically the point 4, I couldn’t find anything about rigging in away3d)
Which solution is the best one? Is there any other solution?