@Julius
In sauerbraten case(where I got the info about skeletal animation from erihu)the average is about 60-70 bones,there was a way to add more bones but I don't remembered it and probably is complicated
As for the spline ik is basicly allot of bones in as small amount of space all with there own rotation so I don't think you can us copy rotation to translate it into a single bone
Also I don't know if the other helper bones ik and fk gets exported and are in the other format BUT it doesn't matter as the gpu only cares about weighted bones position and rotation
In the case of gpu skeleton acceleration the only bones that get on the gpu are the weighted bones and those bones connected to the weighted bones(parent or child I believe)
Best bet is to have 2 rigs the fk and ik and one middle weighted rig with no helper bones and just copy rotates the fk and ik and does blending between them and you should have no problem
However there is a limit to the number of bones it can skeletal animate on the gpu so the spline ik in the spine and arms and neck isn't a good idea
The hands aren't looking good either
Maybe and maybe not it may actually depend on the level of contamination
IF assets contaminates a game it would be CC-SA as it is a derivate work
So if someone downloads the game and modifies and changes the game even making a total conversion of the game it will still be CC-SA as you derive it form the game
The assets might have different licences as there not derived works but the end game would have to be CC-SA
The best licence we currently have currently is CC-BY
@Julius
In sauerbraten case(where I got the info about skeletal animation from erihu)the average is about 60-70 bones,there was a way to add more bones but I don't remembered it and probably is complicated
As for the spline ik is basicly allot of bones in as small amount of space all with there own rotation so I don't think you can us copy rotation to translate it into a single bone
Also I don't know if the other helper bones ik and fk gets exported and are in the other format BUT it doesn't matter as the gpu only cares about weighted bones position and rotation
Made a new topic for further discussion:
http://opengameart.org/forumtopic/unified-blender-game-rig
In the case of gpu skeleton acceleration the only bones that get on the gpu are the weighted bones and those bones connected to the weighted bones(parent or child I believe)
Best bet is to have 2 rigs the fk and ik and one middle weighted rig with no helper bones and just copy rotates the fk and ik and does blending between them and you should have no problem
However there is a limit to the number of bones it can skeletal animate on the gpu so the spline ik in the spine and arms and neck isn't a good idea
The hands aren't looking good either
There too black, it would be better if they would be a bit more white as black rocks are not that common
My entry:
http://opengameart.org/content/almost-skeletal
Awesomeness!
"Having a set time would provide clarity, though."
You start when you see the theme and you stop friday
If your a time cheapskate GMT +11 is last possible line (if your in Australia)
Nice!
Nothing a retopology won't solve
Actually it seems I was wrong
It does state clearly that all in durian is cc-by if you try to submit a file until stated otherwise
http://www.blendswap.com/submit-blend/
(damn the spam filter hates me)
Maybe and maybe not it may actually depend on the level of contamination
IF assets contaminates a game it would be CC-SA as it is a derivate work
So if someone downloads the game and modifies and changes the game even making a total conversion of the game it will still be CC-SA as you derive it form the game
The assets might have different licences as there not derived works but the end game would have to be CC-SA
The best licence we currently have currently is CC-BY
We need a same asset derivate licence
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