Hey Matse,
> You're 100% right about the removeFromWorld, but from
my experience removing all
> motions from the bonesPlayer playList stops the
cpu-cost without needing to
> remove the modifier, I'll check that though : maybe I
can get some more frames
> if I remove it after all
>
I'm not sure if I also tested completely removing all
animations as well
back in the day. I think there's a
good chance that will also give a similar savings as
removing the
bonesplayer completely.
I know that if you pause the bonesplayer you're paying just
as much cpu
as when you have it playing normally.
now we're on the topic of the bonesplayer, what annoys the
hell out of
me is that the blending is somewhat wrongly
implemented.. when I start a new anim, I want the
bonesplayer to store
the _current pose_, and blend from that into
my new anim.
Instead, what it does is not take the current pose, but the
pose from
the current frame of the animation.. which are not
identical
if you happened to were still blending from the previous
animation..
extremely annoying..
Other than that I must say that it's amazing how flexible
the
bonesplayer is. Sometimes I curse it, but then an hour
later
I figure out a way how to do what I want, and it has very
very rarely
happened that it has prevented me from making
a certain feature that I want.
Bye, Lucas
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