MistaED wrote:
Could be interesting to look into as an alternative to horde's software morphs? *shrugs*
I've never had any performance issues with Horde3D's morphing implementation, but I expect hardware morphing will be added eventually. Personally I think the 79-joint restriction on hardware skinning is likely to become a bigger hurdle in the future, as it precludes some highly complex face and body rigs.
marciano wrote:
RatTyrant, I never used weights outside the 0..1 range so far but if they make sense for a real world application, we can add support for them. We could add an engine option which determines if morpher weights should be clamped or really just remove the clamping altogether.
Well, what we are doing is integrating Horde3D with an existing animation system that is based on MPEG-4 Face and Body Animation specification. The system maps facial animation parameters directly to morph target weights. Since MPEG-4 FBA specification uses both positive and negative parameter values (e.g.
raise_*_eyebrow parameters control both raising and lowering of eyebrows), negative extrapolation is necessary in many cases. That doesn't make much sense from an artistic standpoint ("MPEG-4 FBA" and "not making sense" go together like peanut butter and jelly, as I discovered time and time again), as it would surely look better if there was a separate parameter and morph target for the opposite direction. But it is what it is, and if you could add support for negative weights, it would indeed be extremely helpful.