Generating a new sample entails two dual quaternion multiplications and a dq normalization per bone, so it's doomed to be slow. Interpolating between two precomputed samples however is very very fast, and with this method, you actually don't have to create new samples in real time at all. This is the best alternative for distant object if you don't want them to play the same animation.Yeah, I already have a culling method based on view angle and distance but considering how resource intensive generating new frames was, I had to seek other alternatives like throttling the frame creation rates and using a single frame shared among all distant models.
Thank you! The .dae import script isn't entirely stable yet, and will probably never work properly. There are so many variations on how the information is stored, I don't feel it's feasible to make a general collada importer in straight gml. Reading large text files in GMS takes a lot of time as well. So the best option is to import .obj models into the model tool, and rig and animate them from scratch.Hello, First of all I want to say that this is AMAZING! TheSnidr, you are Amazing hahahaha, Todo un mago! I've been reading a lot of how to create shaders like you told me and the more I learn, the more amazed I get when I see these type of things. I tested the last update that you did to see if it was possible to load a Collada .Dae file, but it crashed. It seems that the files that I export using Blender and Maya are not working.
Oh, seems like the global rotation of the root bone is completely messed up! How could I have missed that. Try this version:Instead of a .Dae, export your models into .Obj models. I use blender myself
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On a side note. I have come across a bug with doing rotation animations involving the root bone. If you apply a global rotation (it could be any rotation but I usually use globals) in an animation to the root bone, sometimes the model thinks it rotated a full 360 degrees or more in a certain direction. I have to try and spin it back to normal, which it may spin again and again during the process which could take quite a fair bit of time to re-correct.
https://dl.dropboxusercontent.com/u/41252865/GamemakerExamples/Snidrs Model Format v0.8.1.zip