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Old 05-15-2008, 03:34 AM   #16
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Quote:
Originally Posted by erwtenpeller
would that be accompanied by animation data for every instance of "n" as well?

Sadly yes...
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Old 05-15-2008, 09:02 AM   #17
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In that case saidmethod is needlessly complicated
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Old 05-15-2008, 09:17 AM   #18
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Only about as complicated as giving a unit model a 'morph' animation set. It would still be valuable in numerous instances.
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Old 05-15-2008, 09:35 AM   #19
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Yes but a loteasyer is just editing the model and canging the texture path. Using a morph in this case has pretty much no benefits at all...
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Old 05-15-2008, 09:42 AM   #20
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How so? If you have a single unit model with a morph and a standard animation set, you can have a single portrait model for it. If we're talking strictly a different texture on the same meshes (Like the grom model), then this would potentially yield a far smaller import size than having two totally separate models. In this sense, all you're doing is compensating for extra animations, whereas by fully reimporting the model you're compensating for meshes, etc too.

I imagine it depends on the application, but I certainly wouldn't rule this option out based on complexity alone.
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Old 05-15-2008, 09:45 AM   #21
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wouldnt you want to change the portrait texture too, though?
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Old 05-15-2008, 09:56 AM   #22
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Yeah, I suppose you would, but even then animations alone are cheaper in file size than animations+meshes+else.
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Old 05-15-2008, 01:38 PM   #23
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aah well. Lets just hope the question has been sufficiently awnsered :P
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