1)FPS seems to be capped at 25 on the examples of IwAnim, why is that?
2)My model has some jitter no matter what I tried, I know about the fixed point limitations but even with Scale factor set to 100 in 3ds max exporter and this:
CIwResTemplateGEO
{
name "fix_jitter"
scale 4
}
CIwResTemplateANIM
{
name "precision"
transformPrecision 8.0
}
Does not fix the jitter, I believe the 25 fps cap may be something to do with things though.
3)Does the IwAnim module use a vertex shader to blend/skin the vertices? I ticked the export shader checkbox in the 3ds max exporter but that did not generate any shader files in my .group file.












Rogerboy,
IwAnim is not capped at 25 FPS, but the examples are.
The examples include ExamplesCore as a subproject. Check out the code in ExamplesMain.cpp line 38 says:
// Attempt to lock to 25 frames per second
Also check out, how it is done in code (and everybody else reading this thread!! If you want to publish on different devices, you will need to make sure that rendering is done device independently, otherwise you are going to end up with a game, that runs too quickly on some devices and too slow on others.
Can you please inform us about the dimensions of your model (number of vertices, bones, size and number of textures). Maybe downsizing (the number of polygons/vertices/bones) will help with the jitters.
No, we are not using shaders in IwAnim.
Please keep us updated on your progress and findings,
Chris
Thanks, I did not think to check the examplescore subproject. It is working fine at 60fps now.
I am using delta time to keep rendering same on all devices. I am not really worried about that at the moment since I can test that later.
I spent the day fiddling with the animation system, trying numerous parameters and such and it runs as well as it can possibly run however there are 2 major problems, I am comparing the results of animation with iwAnim straight with wowmodelview (a modelviewer for world of warcraft). I am using the exact same model (1936 polys, 1216 verts) to test.
1st problem: you can see small cracks between the triangles in iwAnim.
2nd problem: there is a very noticable jitter in the iwAnim rendering which makes the model seem shaky. The wowmodelviewer program has smooth crack free rendering which makes the model look and feel realistic.
Now with both of these problems it is clear that it is precision issues, I tried to scale models and change the precision parameters as best as I could which would only slightly improve the problems.
My final verdict is that I am now waiting for Marmalade 6.1 which introduces floating point streams and new improved IwGX pipeline with shaders. I hope you guys will have vertex shader skinning too.
I think with update 6.1 Marmalade will truly begin to shine as currently I think the iwAnim/iwGx are very limited and inadequate for modern standards.