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Everything posted by ChalklYne
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Because of TFA, now everytime I say quarter... i follow it with "portion".
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I believe he's talking about real time optimization think of it as reverse tessalation vs. discrete LOD (like in JA) where the models are swapped and don't require as much CPU or RAM (at least in 1996). With Quake 3 they were restricted by the vertex animation system, every player model has its animations baked into the md3 as opposed to using a universal animation file, which would've been another hurdle.
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Does this apply to us? http://www.surfacegroup.org/tutorials
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I am just so happy wirh Softimage and thankful that I stuck it out.
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The program that all it's unique features are being merged into is Maya but there is a lot of other things they are not changing that were better in Softimage. The main thing off the top of my head would be the 2D/3D bone creation, it made auto IK solvers. With Maya, Max, Blender and every other program out there all bones start out FK. You have to manually set up the IK before you can even begin to build a rig. SO STUPID and time consuming.
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