Hi, all!
Recently I have been trying to reestablish attempts to find workflow to make 160+ bones
meshes work in Urho3D. Plain and simple we have 2 problems:
- Bone count limit per geometry is quite small. While big engines like UE4 and Unity
somehow manage, Urho can’t handle lots of bones. The solution which seems obvious is to split mesh using materials, and that is where we het second issue - For multi-geometry meshes, only first geometry is affected by skeletal deformation.
This issue can be addressed by mesh splitting (even naive approach works) but we have the following issue with split meshes:
Regardless of how meshes were produced, either exported as separated parts or multi-geometry, we have visible seams in shading. Also when bones are animated, we see holes in mesh.
So what I’m trying to do is finding seam vertices and make their normal and blend weights and indices the same (set from main geometry to all other parts). Is this idea looks sane?
If yes, what would be most efficient way to do that? Looping over all vbs for all positions seems extremely slow (takes about 20 minutes per model with 40K verts on i7). Is there some alternatives?