Cool, vegeta. Well, indeed I'm ultra pacific and hyper constructive

. Common sense is my main aiming
That about IK...I animate with plain posing the bones, no IK. Kind of animating very rude way,(I do position every bone, but kind of like it

) in Character FX. I think it has IK, but I never got interested about it...yet. I used IK in 3dstudio msdos, back in a '96 course.
I read you and now I understand...weighting is heavy for the engines...That I imagine. I was told something a bout it by a friend, dx coder. Also another dx programmer told me of the lots of performance loss it would add to his engine, loading an anim like that. Then he did what I think people call softbody skinning. A single piece mesh too, and interpolations are calculated inbetween. perhaps that is not so heavy? In GameStudio I saw that. Wait...hey! frontpage has changed. Much better now. Re-reading features now...But yet unsure if -while I already understood bones and weights are to expensive- that of keyframe interpolation, with softbody skinning is possible. I agree with you, the first problem in games use to be performance, and a balanced thing...Though as I was saying, I'm more for the tech demo thing and eye candy than after making a big project. I'm interested in graphical power of Dbpro over any other engine, that's it.

But I put no doubt that for making a game, is just as you say.
er...How can md2 have bones? That new paragraph I don't get it at all...I paste here :
Bone Based Animated Model Support (+ Mesh Deformation)
DarkBASIC Professional provides total control and support for these bone based animation formats:
.MD2 (Quake2), .MD3 (Quake3), .MDL (Half Life). Now animated characters will move and animate smoothly.
The ".X" & ".3DS" model support are also still supported.
However, I think the page looks way much better now, is more direct the information. Thumbs up for it.
Please, forgive this artist. I don't have a passion for coding so I concentrate all my ambitions in graphical output. That's why even admiting your point is th most valid one, I yet would like to see smooth human anims. Through softbody skinning (interpolation), if the other way was to heavy. I am not asking for it, hehe, I never did. I am not even an user yet. But if it is already there, It would cool to know. But looking overall to the features, the product is outstanding with or without it. I mean, animating plain bones with no weights is cool too.
Oh! About Unreal being heavy...Well, the mountain of effects and stuff put into that game seems to have no end. Editing for it is almost a pain (but a pleasure too) as complex things get more complex. I mean, I guess performance requirements (in general, a geforce4mx,(if you lower in preferences) or geforce 3 and a pentiumIII is the way to play more or less. But for playing well...I guess a pIV and gf4 ti4200 128mb is way to go. )
Yep, too hi. I would never plan to do more than a shareware or free game demo. But with sero effects. The only "advanced" thing I'd add would be the softskining.
Reading above I must say you're a quick artist. I am much slower. Perhaps only thing I could be that quick is in drawing and making whatever the 2d stuff..UI elements, game icons and that. No way I could model that quick. Anyway, I only model character, only skin and animate characters.I've done other stuff, but I usually do not like it. Is done when is asked for.
where they place thier Edges, especially in the low polygon models, so that they bend right.
That's a proffesion itself. And efficient UVs too.

I'm not more than decent in those. But ppl or boss used to like. Any more advanced guy would have spotted same things I already did. But again the compromise with time remaining etc.
If you have like 100 bones then you can see that speed is going to suffer. But programmers for some reason never think about that, and Artists oftenly don't have a clue that it will.
I was given the clue some months ago...But was unsure if the guy thought it would be easier to just add md2 support to his dx engine. Md2 gets a result almost as sooth as what I am after of the softbody skinning. I don't know yet if md2 can interpolates some meshes or really needs to lead a emsh per frame in whatever the enviroment..That'd be heavy..and would need to reduce the number of frames..also the smoothness, then. And that what is said of vertex unwanted trembling when using md2 format. Which either know if it's format specific, or can be avoided here. Oh, and the problems with collision detection in md2. If all this was solved, md2 would already be an interpolated mesh keyframing method. A softbody, of softskinning (how ever it is called) way, I mean.
trueSpace still stands more of object IK and K than it does on weighting of anykinda -
It has them via editing muscles and tendons weights at vertex level. TS6 in features seems very powerful. And the dx8 support would give me total compatibility with the all the tools I use.
Maya is sweet, I admit it. my problem is any comercial package I have handled is a dream for me in terms of power and easiness. I am used to beta , free, open source or cheap apps, dealing all the time with conversion odds and lots of limits everywhere in the package. Even so, cool art can be made. This I mean at home, as a hobbyst. At a company I go directly and use the purchased stuff. I am a Photoshop lover for years...But can understand if others don't like it. It happens to me with other packages. Is what you get used to.
but i mean under 1,000 polygon for characters low polygon
Oh, I refered to a bit higher, 1300 or so...but it always depends..
If I would have liked to have purchased a package, it'd be Lightwave. I'll probably buy one day Ts6, for the money thing.
lol - it quite funny to see someone else saying that being in the "industry" isn't alot of fun.
My short experience was crappy. I ended almost with bad health. Sure it's not so everywhere. But I guessed those pressures are not for me.

I may come back later if things start to get very bad...
About that last sentence..haha...guess what. I am not gonna say which game it was (we had bad luck among other things) but at the end I realised I had made many the UI elements, all the editor icons (loads) and other artwork, drawings, illustrations, texturing, hi/med models characterizing, etc...and I hadn't plaid the game NOT A SINGLE TIME. We were a bunch of guys, starving, to say more. Perhaps the smallest team ever to do a game..depending on each one kind of..er..*cough*..contract... no more than seven guys. Just imagine what a hell. The game was not the hugely complexity of AAA titles. But it had it's complexity, levels, etc, etc. I mean, a comercial game is always big.
So that's not an standard experience, not a real experience in the big thing. But I guess we suffered much more than in an stablished company. The game got good distribution. But other problems arised. Er..time to compact.
So, I realized that at least not living in Canada, Uk, Usa or Germany (to put some examples) , it was going to be hard to keep alive (and I meant alive) in that business.
That added to working other years in pc tech support, web designing as a freelance (recieving poor payment, or being fooled) makes me be much realistic, and not "dream" much anymore. And of course, understand very well that complaining is a think I'd do my best to avoid. Even if I buy dbpro some day
Heck, too much data about the game thing..well..Anyway, wont say the name..
Whatever. Doing as a hobby has nothing to do with all that. Is plainly differnt. I don't mean better, but different.