Hi Mike,
do you animate octopus or what that 32 is not enough
Ok, will work on that. How much do you need at least?
I can raise the limit now, in future even remove it but that will take some time.
Thanks,
Petr
Hi Petr,
I hit the top of 32 bones per model. I would like to see this limit removed or set higher.
Thanks
Michael
Hi Mike,
do you animate octopus or what that 32 is not enough
Ok, will work on that. How much do you need at least?
I can raise the limit now, in future even remove it but that will take some time.
Thanks,
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
Sure, most of the time 32 are enough. But one of the Psionic models (the dwarf) allready has 40something. So you see, the more complex the anim is, the more bones you need.
I would say that maybe 64 should be enough for now.
I finally figured out how to setup the bones from the B3D data. The positions are not abolute but relative to the parent bone. Well, go figure
Here is a little teaser. The animation is via code. Now I can concentrate on playing back the keyframes.
Cheers
Michael
Hi Mike,
fantastic videooo !
Thanks a lot, please get ready to meet 64 bones in TBGL 0.2.2.
The unlimited number will require very complex changes in code, but should be realisable.
Thanks, thanks, thanks!,
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
Thanks Petr![]()
Mike, wow seems like you are on a ninja like mission to surprise us big time! Thanks for the teaser video and progress so far!!
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Topic closed as I don't need the requested functionality anymore.