Godot Vertex Animation Textures Plugin: Announcement

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  • Опубликовано: 11 янв 2025

Комментарии • 8

  • @robinj6997
    @robinj6997 Месяц назад +2

    Beautiful, thank you for sharing. I'm gonna cross off some things on my to do list then try it out

  • @gleefuluv
    @gleefuluv Месяц назад +2

    Thank you for this.

  • @entergamingvn7186
    @entergamingvn7186 Месяц назад +2

    pretty cool, he so hard working!

  • @Capewearer
    @Capewearer 29 дней назад

    Thanks for making bypass for Godot performance troubles. I have a question related to vertices and polygon count.
    It's stated there are limit to 8192 vertices - If I assume that mesh topology is quad-based plane, that means that n^2 vertex count derives 2*(n-1)^2 polygons. Square root of 8192 is ~90,5; so we're taking 90*90*2 = 16200 polygons at maximum. First-person games use higher polycount, usually above 20,000 polys.
    Do you have any thoughts how to overcome that limitation? Like I suspect there's a way to split model for smaller parts and somehow blend them, but how would you transform their space relation without using nodes? Like I'd have to split meshes anyway to allow, e.g. rotating heads without using CPU skeleton.

    • @AntzGames
      @AntzGames  28 дней назад +1

      8192 vertices is the maximum per mesh because the vertex animation textures maximum is 8192x8192. Not all GPUs can support bigger images.
      If you look at Unreal Engine 5 Matrix city demo, the final LoD uses this VAT system. For closer up LoDs models, they do not use this approach.
      Some ideas: Reducing the poly count from 20k to 16k (i.e. get the vertex count down to 8192) should not impact your models appearance that much.
      The other limitation is you cannot blend animations. All animation have to be pre-baked.
      So as you can see, the price of performance is lack of flexibility. This solutions has its specific use cases.

  • @chaosmachines934
    @chaosmachines934 Месяц назад +2

    i do wander how much performance i can gain by using this addon and jolt + kotline

  • @asanstudio
    @asanstudio Месяц назад

    Can this be used to simulate something like pivot paint un unreal for creating wind effect on godot?

    • @AntzGames
      @AntzGames  Месяц назад +3

      No this is meant to prebake animations to make your GPU do more of the animation work, instead of using bone animations that are are mostly done on the CPU.