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T3D 1.1 Final - Complex skinned mesh generate a crash [With FIX] - LOGGED (THREED-3168)

by Alfio Saitta · in Torque 3D Professional · 08/19/2011 (8:08 pm) · 3 replies

Build: 1.1 Final

Platform: Any

Target: TS System

Issues: As title

Steps to Repeat:
1. Launch the game
2. Enter on the World Editor
3. Place a really complex shape with more of 16 bones that influences a single vertex.

Suggested Fix:

Increase the default number of the bones that can influence one vertex in the tsSkin

Around the line 392 of the ts/tsMesh.h:
class TSSkinMesh : public TSMesh
{
public:
   struct BatchData
   {
      enum Constants
      {
         // Increase the BonesPerVert value for complex skinned mesh ->
         //maxBonePerVert = 16,  // Abitrarily chosen
         maxBonePerVert = 128, // <- THE NEW VALUE
         // <- Increase the BonesPerVert number for complex skinned mesh
      };

      ....

#1
08/20/2011 (5:22 am)
16 bone influences is crazy! Interesting; I had 'thought' that the limit was as many bones as are in the shape, not stopping at 16.
#2
08/20/2011 (6:58 am)
I for example i have characters that include bones for the facial animations. So many vertices have more than 16 bones that influence them. So i was faced with the problem of the limit too low.
#3
01/11/2012 (1:18 pm)
Logged as THREED-3168.