Hello dear community of Polycount,
I am struggling a bit with a recent project a friend and I want to start. I am planing to create a character in 3ds Max which I am also gonna rig afterwards. This character will have no clothes on as I want to make it possible to equip certain items like gloves, pants and robes in the game. My problem is that I do not really know how I must create those visible items.
Let us stay with the example of a glove: how should I model it so the character can wear it later on? Is it enough to create a glove model that fits the size of the character's hand and attach it to him in game so it automatically moves with him or do I have to create a certain animation for the glove? The same problem goes with the robes I am going to create. As the character will not wear it right from the start, how can I create a fitting model of a robe that moves while the character runs? I do not want to use realistic models that stick to the character model in realtime as he moves, it is gonna be a bit comic-like game where I only need to use a fixed animation.
Thank you for your help and time!
Greetings,
Gharex
Replies
Here's a link to a discussion here on Polycount.
And one to a series of Youtube videos that should still be relevant.
thank you for your answer!
So the only thing I need to do with the model of the gloves is to create them so they fit the size of the hand, paint weights on them so they do not deform and export them as a mesh? So I guess the engine will understand on which position the gloves need to be.
Would you please tell me how I need to export them so it is set to which skeleton they belong?
Thanks for your time!
Greetings,
Gharex
thank you for your answer as well!
I think I understand how it is done now, thanks to both of you. Could you tell me how I need to do the same thing with weapons? I read that they need an extra bone on the back or in the hand to be attached to it when the character wields them or has them sheathed on the back. Is that right?
Greetings,
Gharex
Do I need to animate the weapon in a different animation so it is visible or is a character animation of the person drawing the weapon enough?