Wow that is a lot,3MB in memory data per skeleton
My 1814 ploy mesh with 32 bones and 100 keyframes per bone is only 150kb including the mesh data.
Are you sure that’s in binary form you talking about, that’s like 300,000 keyframes at least, I cannot believe you get any framerate, the animators right now that not very good at handling large numbers of keyframe like that (one of the things I’m fixing), but I guess if you had a lot of bones sharing these keyframes, it's not that many.
Well transition can be calculated realtime with this method, (as fast as normal animations too)Mainly because of the many animations, especially transitions
sorry I’m not sure what you meanallow to share multiple meshes to attach to a single joint state set
Anyone:
Thinking about the animation system,
As I’ve said before I’ve made the b3d animator faster (not in the SVN yet, will be soon) then x and ms3d, one of the main bottlenecks was keyframe finding.
Now if the last used keyframe indexes was maybe stored in IjointSceneNode (some meshes can have different keyframe data each bone), and gave this value to the mesh as a hint. The animator could check this keyframe index then the next keyframe index, before doing a full search and in most cases would cut out this full search. It would be a huge speed boost.
This would leave keyframe interpolation and the skinning as the main use of cpu
This new animation system should be faster then what anyone is using now (especially with that keyframe thing), doesn’t break the interface, and has extra features.
But could I get some opinions from Niko (Hybrid and Bitplane too) about using this in Irrlicht.
I’ve got no benefit in going ahead and doing this just for my self, like I said I’ve made a system just like this, which is fine for me.