I've got a very nice rabbit mesh that I'd like to use in a demo, the problem is that is has 30 bones and that's too much for hardware skinning using vs_1_1 and arbvp1.
The model uses physique to assign weights to vertices. Is it possible to remove bones and have the affected area just static (or move with other bones)? Or does this mean having to re-skin the mesh from the beginning?
I don't really understand how this physique stuff works, I have to set envelopes in some way but moving the control points is very hard (some end up inside the mesh even, where they are invisible)
I'd really like to lower the number of bones to 24 it's unusable like this
I see in the xml file that there are bones that don't have vertices assigned to them. Can I remove those in some way? Without them I'd be at 22 bones, which is below the threshold.
They are also all leaves in the bone heirarchy. This is strange. I should be able to cull them easily in a postprocessing step.
It turns out that the 3dsmax exporter exports too many bones in physique mode. The modeller needs to use this many bones as 3dsmax its own animation system uses the angles between bones instead of giving the bones an orientation? (I must say I don't completely understand it) Hence the 'leafs' of the skeleton can be thrown away on export.
DWORD: yeah, that's the idea. I got the scale a bit wrong, in my own projects 1 unit = 1 meter, in the ogre demos less than 1cm These rabbits are already about 30 units big, this means the grass is huge.