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Author Topic: Blender Ocean and IOS
DeXoN
Newbie
Posts: 1
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Post Blender Ocean and IOS
on: May 15, 2012, 14:52
Quote

Hi

I'm interested in this package for it's mesh deform capability.

We need a dynamic ocean in our Unity IOS project and I'm wondering
if your package would play well with Blender's ocean modifier, by importing the
mesh animation into Unity?

we've been considering and experimenting with different methods to get around
the limitations of IOS.

Would Mega-Fiers do the trick for us?

Any ideas you might have would also be appreciated.

- DeX

spookycat
Administrator
Posts: 148
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Post Re: Blender Ocean and IOS
on: May 15, 2012, 15:28
Quote

Hi DeX
You can make use of the Point Cache modifier to play back a baked ocean animation such as in the flag video below. I presume the ocean modifier works on vertices in blender, if that is the case then you should be able to bake it out to a .mdd or .mc or .pc2 file and use the Point Cache modifier to play back the animation. Actually it would quite fun to add an ocean system to MegaMesh when I get back on that.

One limitation is that Unity meshes are limited to approx 65,000 vertices so if you had a monster ocean that wouldn't work so well, also if the animation is quite long and the mesh quite dense the data size will also get quite large, you can offset that a bit by not baking every frame to a point cache file, its a case of finding the tradeoff between sample rate and file size.
Chris

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