Krongorka
Well-Known Member
- Sep 22, 2017
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At this point I'm pretty sure most skeleton 'bloat'/performance loss in MBM comes from character faces (all facial features).
I started to rebuild Woman slave skeleton (third time's the charm, right? /s), but this time I can tell it's done right because of accumulated experience/using methods which are fast and accurate.
In V2p I didn't touch head/face mesh which is related to eyes-blinking feature while other parts of the body were 'stripped' from overall mesh complexity.
For new version facial mesh was reworked from scratch pretty much, so that difference in metrics for V2p and a new skeleton for base female is not 4x-5x in complexity but around 2x times, which is definitely not that much considering this time non of mesh/texture data is cut down.
- Facial mesh use minimal resources, while it stays accurate.
- Thigh/Hips are connected to each other properly with weights and not by mesh deformation (I really messed this aspect for girl's skeleton before, this needs to be fixed there too).
- Shoulders are connected to body properly with weights.
Rebuilding base skeletons with new methods in mind without adding new functionality is a faster process than I thought it would be. Current female's skeleton shown here is "lowest" possible complexity game can render, so I prepared these parts first. Other features adds lots of veritces/triangle data, but these can have V2p complexity pretty much and not bloat metrics too much.
So yeah, the work continues.
Default -> V3 (rework) WIP Woman Stand. Difference is minimal, as it should be (difference in height is a result of Spine outputting different GIFs resolutions) :
I also have one concept with possible implementation in mind, but I can't say for sure if it's fully stable. I'll just post a single screenshot with it for now:
Quick explanation: It's possible to control Slave's height with exploiting scale of a root bone and a separate "animation mix" function I showcased in Amilia's NPC breakdown before. Here "Height" is dictated by 'Eye Type' which overrides main "Root Bone" scale factor on X/Y adjusting all bone positions along with it and not requiring additional assets (which would have blown the skeleton's budget through the roof overwise). All of characters in screenshot use one default "Woman" skeleton type. Yeah, left one is just a downsized "Woman" type, not a "Girl".
I started to rebuild Woman slave skeleton (third time's the charm, right? /s), but this time I can tell it's done right because of accumulated experience/using methods which are fast and accurate.
In V2p I didn't touch head/face mesh which is related to eyes-blinking feature while other parts of the body were 'stripped' from overall mesh complexity.
For new version facial mesh was reworked from scratch pretty much, so that difference in metrics for V2p and a new skeleton for base female is not 4x-5x in complexity but around 2x times, which is definitely not that much considering this time non of mesh/texture data is cut down.
- Facial mesh use minimal resources, while it stays accurate.
- Thigh/Hips are connected to each other properly with weights and not by mesh deformation (I really messed this aspect for girl's skeleton before, this needs to be fixed there too).
- Shoulders are connected to body properly with weights.
Rebuilding base skeletons with new methods in mind without adding new functionality is a faster process than I thought it would be. Current female's skeleton shown here is "lowest" possible complexity game can render, so I prepared these parts first. Other features adds lots of veritces/triangle data, but these can have V2p complexity pretty much and not bloat metrics too much.
So yeah, the work continues.
Default -> V3 (rework) WIP Woman Stand. Difference is minimal, as it should be (difference in height is a result of Spine outputting different GIFs resolutions) :
I also have one concept with possible implementation in mind, but I can't say for sure if it's fully stable. I'll just post a single screenshot with it for now:
Quick explanation: It's possible to control Slave's height with exploiting scale of a root bone and a separate "animation mix" function I showcased in Amilia's NPC breakdown before. Here "Height" is dictated by 'Eye Type' which overrides main "Root Bone" scale factor on X/Y adjusting all bone positions along with it and not requiring additional assets (which would have blown the skeleton's budget through the roof overwise). All of characters in screenshot use one default "Woman" skeleton type. Yeah, left one is just a downsized "Woman" type, not a "Girl".
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