Make "tymesher" inherit the original material
#3
Let me first explain why I have such an idea.

Today, there is a project that needs to do crowd animation. After I use "actor" to read the animated characters and check "non skin deformations", the scene becomes very stuck. I noticed that using "non skin deformations" would make the scene obviously jammed. When the number of people reached 10000, the memory would be full. If you don't use the "non skin deformations" option, you won't have the problem of excessive memory.

I find it easy to use "shape" as a proxy for "point save animation.". This character has props on his hand. Props and characters are not integrated. I need to use "tymesher" to make the characters and props become a whole. However, characters have the material of characters and props have the material of props. I can't give "tymesher" two materials at the same time, the only way is to give the object an ID. And there are dozens of such characters. All of a sudden, the workload becomes extremely complicated and troublesome

When we use "tymesher", it means that the read object is definitely not one, but many. When many objects have different materials, it is a very good thing to inherit the original material. So I was thinking that if tymesher had the option to inherit the material of the original object, it would be very easy.
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RE: Make "tymesher" inherit the original material - by cgdvs - 06-05-2021, 06:57 AM

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