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Hiding objects to improve verge3d performance?

Home Forums General Questions Hiding objects to improve verge3d performance?

Viewing 15 posts - 16 through 30 (of 31 total)
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  • #68013
    c4cc
    Participant

    Thanks, I’ll do this. So far, on youtube, most mecha rigging were based on separate mesh parts, not a mecha as a single mesh.

    • This reply was modified 1 year, 1 month ago by c4cc.
    #68015
    kdv
    Participant

    This video can help

    There a lot of other videos on how to use bones to animate mechanisms…

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #68016
    kdv
    Participant

    most mecha rigging were based on separate mesh parts, not a mecha as a single mesh

    It doesn’t matter. When (and if) you understand how to bind vertex groups to bones you will be able to do it with any mesh.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #68017
    c4cc
    Participant

    Alright. I’ll get down to this some time in the future, thanks.

    #68022
    c4cc
    Participant

    As an animation alternative to rigging and bones, , do you think something like this (key framing vertices) might work as well too, to improve overall app performance (e.g., less render calls, higher fps) so the app runs faster and smoother, with lesser lags?

    • This reply was modified 1 year, 1 month ago by c4cc.
    #68029
    kdv
    Participant

    No. AnimAll is supported by Blender itself only.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #68058
    c4cc
    Participant

    Ok thanks. So I guess I gotta do this

    This video can help

    <iframe loading=”lazy” title=”Blender Tutorial – Robot arm animation with an armature – 2″ width=”640″ height=”360″ src=”https://www.youtube.com/embed/6xvnRpU7vNw?feature=oembed&#8221; frameborder=”0″ allow=”accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share” allowfullscreen=””></iframe>

    There a lot of other videos on how to use bones to animate mechanisms…

    And learn these too

    Is baking necessary?

    Make Unique and independent copies of Objects

    Verge3D tools plugin

    original-drawn-by-nanashinayuzu-mochi-53d2788a0d5e217f8b28d256c728bf04

    original-drawn-by-nanashinayuzu-mochi-53d2788a0d5e217f8b28d256c728bf04
    It doesn’t matter. When (and if) you understand how to bind vertex groups to bones you will be able to do it with any mesh.

    • This reply was modified 1 year, 1 month ago by c4cc.
    • This reply was modified 1 year, 1 month ago by c4cc.
    • This reply was modified 1 year, 1 month ago by c4cc.
    #68060
    c4cc
    Participant

    Also, does hiding objects help free browser space and memory, thus increasing overall app performance (e.g., running smoother and less laggy, more FPS, less render calls, etc)

    #70024
    c4cc
    Participant

    All other meshes are rendered only if they are in the camera’s field of view.

    <iframe loading=”lazy” title=”render calls and tris rendered” width=”640″ height=”360″ src=”https://www.youtube.com/embed/d8E67aJxZNg?feature=oembed&#8221; frameborder=”0″ allow=”accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share” allowfullscreen=””></iframe>

    What about if the hide object puzzles are used to hide objects on screen? Will this improve performance too? Especially saving more browser space/memory, and improving FPS rate?

    #75814
    c4cc
    Participant

    most mecha rigging were based on separate mesh parts, not a mecha as a single mesh

    It doesn’t matter. When (and if) you understand how to bind vertex groups to bones you will be able to do it with any mesh.

    I’ll try this, but using “with empty groups” under “Armature deform” instead of “automatic weights” as per this screenshot

    o46x1

    Or maybe I’ll try this instead

    • This reply was modified 5 months, 1 week ago by c4cc.
    • This reply was modified 5 months, 1 week ago by c4cc.
    • This reply was modified 5 months, 1 week ago by c4cc.
    #75843
    visualizer
    Customer

    Thanks, I’ll do this. So far, on youtube, most mecha rigging were based on separate mesh parts, not a mecha as a single mesh.

    Sorry I saw your post a bit late but you can refer to my Robot ( in projects ) Verge 3d file created in blender.

    #75844
    visualizer
    Customer

    Also, does hiding objects help free browser space and memory, thus increasing overall app performance (e.g., running smoother and less laggy, more FPS, less render calls, etc)

    Also, does hiding objects help free browser space and memory, thus increasing overall app performance (e.g., running smoother and less laggy, more FPS, less render calls, etc)

    Use progressive loading OR delayed loading technique if you worry about too many parts in your verge file & if they are heavy in mesh count.

    In another case I suggest to optimize the mesh models to minimum possible size. I have done it several times in projects. the best so far is bringing the file size from 800 MBs to 25 Mbs Level3 optimization technique.

    #75853
    c4cc
    Participant

    In another case I suggest to optimize the mesh models to minimum possible size. I have done it several times in projects. the best so far is bringing the file size from 800 MBs to 25 Mbs Level3 optimization technique.

    Level 3 optimization? What’s that, and what do you do?

    #75866
    c4cc
    Participant

    When (and if) you understand how to bind vertex groups to bones you will be able to do it with any mesh.

    How do you do this? Any video tutorial recommendation?

    This one requires modifiers, sadly. I want a video tutorial on binding vertex groups to bones without modifiers, if possible

    #75879
    visualizer
    Customer

    Level3 is highly sophisticated approach towards reducing mesh count by using pure gaming low poly experience. Its advanced level of working on LOD for gaming asset creations. No AI shit. Its purely human experienced lol. The file size exceptionally reduces and loading time is very fast.
    Its fun really sometimes to achieve some impossible results.
    for reference here are few screenshots of worked things in recent past.
    This is mainly used for LIDAR scan data to convert in 3D model asset

    • This reply was modified 5 months, 1 week ago by visualizer.
    • This reply was modified 5 months, 1 week ago by visualizer.
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