Skeleton with multiple Mesh Away 4.x

Software: Away3D 4.x

Avatar
loth, Sr. Member
Posted: 07 January 2013 01:04 PM   Total Posts: 236   [ # 16 ]

for exemple my last onkba character have 2.30 mo for 100 animations
i add women model on and i have 2.48 mo

not 2 files at 2.30mo

 

   

drygu, Newbie
Posted: 07 January 2013 01:49 PM   Total Posts: 7   [ # 17 ]

Hi Loth,

Radagast is out of office so i’ll join the discussion smile

I understand your point.

The question is: Is it possible to have a mesh in different file without animation? Load it and connect it to skleton loaded from different file?

Our problem is that we are making a web game (mmorpg) that supposed to be light. We have lots of different equipment parts (50 different armors, 50 helmets, 30 trousers, 30 swords, 30 axes etc ). We should load it on demand. We don’t need all of them from the begining. If we would put it all in one file it would be too big for a web game.

 

   

Avatar
loth, Sr. Member
Posted: 07 January 2013 02:03 PM   Total Posts: 236   [ # 18 ]

i’m no sure of that
but i think is not possible, awd can make little differency on export
and is not to big as you think’s i recently export a 17000 face model for 512ko then i don’t think you use very complex model for web game.

 

   

Radagast, Newbie
Posted: 07 January 2013 05:22 PM   Total Posts: 28   [ # 19 ]

loth,

Ok, we changed approach to that subject, trying this all in one file. But we still experience that “wierd messed up mesh during animation” problem.
It may be something with skinning weights, im not sure.

Could You provide example with onkba character with woman character You mentained before? That could help ;/

 

   

Avatar
loth, Sr. Member
Posted: 07 January 2013 05:59 PM   Total Posts: 236   [ # 20 ]

sory but this model is private for the moment
here a other exemple of simple charater man/woman

 

File Attachments
AVATAR.zip  (File Size: 306KB - Downloads: 198)
   
   

X

Away3D Forum

Member Login

Username

Password

Remember_me



X