Animations and animation playback added. Posing is better, glitch with animation frame fixed, Objects retain independent armature state, small speedup.
Current Test:
Test it right now!
http://www.gocaco.com/webgl/test1/Test.zip
Current Exporter:
http://www.gocaco.com/webgl/igtl_export_ted.py
This pretty much has everything that's in a TED file, which, for your reference, contains:
Mesh data (coords, texcoords, normals, tangents, matrix palette weights, colors, params)
Textures (including texture data if you want)
Materials (some parameters, illy defined for now.)
Armatures (Includes bones, IK chains, armature splines, lots of data)
Animations (Includes channel blending animations, so channels are seperate and integrated. Includes scripts.)
Scenes (all objects and their properties)
Though there are still more things, this is the basics to get started cleaning this mess up and making it easier to work with. I don;t need the BGE if I can load this stuff into WebGL. That's what's really nice.
Although, it has some really painful disadvantages, mainly input problems, no joystick support, bad keyboard input events, no locking the mouse so no FPS possible... and so on.
Here's 9 marios independently running (bad running animation, I know. took me a minute ok??)
And 25 marios...
Most of the speed is CPU <-> GPU delays. Just remember that 1 gpu "talk" takes 6~100's of CPU cycles because of the bus communication. So, this is a "absolute worse case" naive way to do this, and I still get 15 FPS with 100k fully shaded armatured polygons. As a side note, an average frame of Oblivion as ~200k polygons, but most all of them were static (75% static to 25% dynamic).
-Z
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