tahir.javed Posted January 17, 2011 Posted January 17, 2011 Hi, Does Unigine support morphs? If not, are there any plans to add morphing support? /regards
binstream Posted January 17, 2011 Posted January 17, 2011 No, it doesn't. There is no plan to support morphing targets this year.
tahir.javed Posted January 17, 2011 Author Posted January 17, 2011 No, it doesn't. There is no plan to support morphing targets this year. Thanks for the quick reply =)
werner.poetzelberger Posted March 18, 2013 Posted March 18, 2013 As this is quite an old post, i am curious about if morphing is possible, now. best. werner
ulf.schroeter Posted March 18, 2013 Posted March 18, 2013 Actually there has been UNIGINE mesh morphing support in the past with ObjectMeshMorph implementation (frustum was so kind to send me the old source code that was de-activated. I am quite sure that it would be possible to reactivate this existing code with only few modifications required. There are quite some use-cases were mesh morphing is the only mean for dynamic mesh animation not posiible with bone animation. Users are requesting this feature regularily (here is an older post with the same requirement). I don't really understand why the removed ObjectMeshMorph implementation is not simply re-activated. I can remember frustum's dislike due to quite high memory consumption, but who cares ? It would be an optional feature perfectly useable when bone animation is simply inappropriate. Users would be more than happy to have the technical opportunity when needed and UNIGINE feature list would have an additional entry when compared with other game engines (were most of them support mesh morphing in one or another way)
werner.poetzelberger Posted March 18, 2013 Posted March 18, 2013 Hello, Combining Bones and Morphing would be interesting, somehow. On the other hand, if bone/skinning is fast enough, usage of many bones possible, also facial animation via bones is much more satisfying and versatile compared to morphs. Is muscle deformation done via morph/postdeform animation nowadays? But, yes. A feature to have is better then not to. Best. w.
manguste Posted March 19, 2013 Posted March 19, 2013 Morph mesh support is planned for this year: https://developer.unigine.com/forum/topic/1791-roadmap-2013/#entry9608
demostenes Posted March 20, 2013 Posted March 20, 2013 Morph mesh support is planned for this year: https://developer.unigine.com/forum/topic/1791-roadmap-2013/#entry9608 Great. Morphing is important for character customization, especially face (you have several states of your face like smile, angry, long ears, big nose, etc.. and morph between them).
werner.poetzelberger Posted March 20, 2013 Posted March 20, 2013 Isn't facial animation done via bones nowadays? Also Customization? b.w.
demostenes Posted April 16, 2013 Posted April 16, 2013 Isn't facial animation done via bones nowadays? Also Customization? b.w. Facial animation sometimes yes, but I never heard about using bones for "morphing". It would IMHO require tremendous effort to set bones for proper morphing and also it would increase number of bones of whole model, which is not performance wise. It is far more simple to model extremes with same number of vertexes and morph between them.
werner.poetzelberger Posted April 18, 2013 Posted April 18, 2013 Bone-Morphing lol. :rolleyes: http://www.facefx.com/ nice one.
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