November 5th, 2020 - Ben & Jace Talk: Mesh Animation vs. Material Animations (Part 1)

November 5th, 2020

Ben & Jace Talk: Mesh Animation vs. Material Animations (Part 1)

https://www.youtube.com/watch?v=omjFqZQV9fI&t=400

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    1. Jace

      And what are these big white boxes?

      When are they coming out?

      Right now.

      Wow, that was a joke, actually.

      But that worked out really nice.

    2. Ben

      So, the next thing I want to talk about is also materials.

      So, also shaders.

      With Update 3, we used...

      some less skeletal meshes because they're animated mesh because they're relatively expensive, hard to deal with.

      So since we're going to have a lot of pumps and flow indicators, we wanted to experiment with putting it in the material instead.

      So everything is driven by mathematics.

    3. Jace

      So yeah, there's no animations built in, like

    4. Ben

      no

    5. Jace

      animator went in and did

    6. Ben

      anything.

      So this is how it looks like as colors.

      So the blue

      controls how much it bounces.

      So where it's blue, it doesn't bounce that much.

      Where it's black, it

    7. Jace

      will bounce.

      Oh, I see.

      Yeah.

      So I feel like this concept here makes sense to me, but it might not make much sense to a lot of other people.

      So just to sort of break it down,

      The way that you're going to be breaking up these colors here, when you say that the blue part that they can see is, that's just a marker for the material, right?

      That says when it's blue, I want all the blue parts to balance on the actual animation.

      Yes.

      Right?

      So then you've got red and green as well.

    8. Ben

      Yeah, red and green is for the pistons to know which one is which one.

    9. Jace

      Right, right.

      So when those colors change, then the position of things or whatever changes.

      If we quickly jump into the

    10. Ben

      instance.

      We have a lot of settings to play with.

    11. Jace

      Ooh, settings.

    12. Ben

      Can increase the flow rate.

      That should never go above one.

    13. Jace

      Seems fine.

    14. Ben

      Or it can increase the impact, as you can see.

      Oh, yeah, yeah.

      Bounce even harder.

      Yep.

      Reduce it.

      Increase the exponent so it hits harder.

      Yep.

      instead of slower, because this is a bit boring, right?

      Where it's just perfectly straight.

      And now it's just with an ease in.

    15. Jace

      There's more impact.

      It looks like it's being slammed in as opposed to smoothly being pushed in.

    16. Ben

      That's definitely what we wanted here.

      We can make them go at the same time.

    17. Jace

      Are you able to change any of the colors in real time?

      Oh, that's pretty cool.

    18. Ben

      The colors?

      No, they

    19. Jace

      are

    20. Ben

      baked on the mesh.

      Or do

    21. Jace

      you

    22. Ben

      mean the water here?

    23. Jace

      No, I meant those other colors.

      So you could maybe make other parts of it pump when it shouldn't.

      If the body was green, that would be pretty funny.

    24. Ben

      That's the downside of it, that it is baked into the mesh for efficiency.

    25. Jace

      That's not too bad.

      I mean, you wouldn't want to do what I suggested anyway.

      So it's a fair trade-off.

    26. Ben

      Yeah.

      And then we can change the direction it moves.

      Oh, wow.

    27. Jace

      Seems fine.

    28. Ben

      Perfectly fine.

      This stuff never breaks.

    29. Jace

      Yeah, never.

      That's really cool.

      Okay, so we're basically shaving off a complete animation.

      Yep.

      And we can do that for other things as well.

      And that's per instance of every pump.

    30. Ben

      Yep, per instance

    31. Jace

      of every pump.

      Nice, nice.

    32. Ben

      So that's...

      So now it's just three static meshes instead of three skeletal meshes that needs to be ticked, like updated by the game.

      And that would just cost so much performance.

    33. Jace

      Yeah.

      So skeletal meshes are often used for, I guess when they say skeletal, then they've got bones, et cetera.

      So like the character or the hogs where they actually have little pieces of them that are like moving in specific ways.

      So this is like a definitely a great candidate to get rid of all that unnecessary stuff.