Home Technical Talk

customizable dresses for in game characters

leo
leo
polycounter lvl 18
Offline / Send Message
leo polycounter lvl 18
hi all

i been searching the net for any kinda info on ow its done

basically what i is a lil character that runs around in a level collecting gems

once a certain number has been collected a custom attribute is unlocked

like a different kind of tail
or another dress

etc etc etc

now i am wondering as to what the art pipeline would be

model each dress separately rig it animate it and export it
and tell the engine which dress to load when it is selected

but that isnt that a lot of work

as each dress is different and would require different rigging

i am completely lost on this one

--- like in dem fighting game you can customize a characters dress and still have all the same moves ???

how do they do it???
help

Replies

  • Daaark
    Offline / Send Message
    Daaark polycounter lvl 17
    The skeleton and the model are separate.
  • arrangemonk
    Offline / Send Message
    arrangemonk polycounter lvl 17
    once i toyed around with a mecha creator, from the technical point of view its all the same

    1st: hook up bone:
    you define special bones for koohing up the parts:
    for example:
    if you make feet torso arms and head separate

    you built your feet with pelvis and pelvis bone, and where the torso should start you make a "torso" bone
    the point where you want the torso tho have the torso-bone is 0,0,0 in this file
    the torso has bones of the same type at the shoulders with left arm and right arm
    do the same thing and so on

    on these "cut points" you can also add details
    now everything is in its one file and can be animated seperately (but make shure the animation range is the same, because its easier to code if the animations of the parts are the same

    now in your engine you can select your special bones move the parts to the position of them
    and copy the position, and rotation in every frame,

    now your model is in parts and you can change the parts without hesitating about the rig

    i hope you understand what i mean
    edit: here you see how i mean it:
    explaination.png
  • leo
    Offline / Send Message
    leo polycounter lvl 18
    thank you for taking the time to explain but i am sorry that i did not understand too well

    i am using max and maya so if you have a skeleton file maybe you can attach it here or www.rapidshare.com

    i am working on a little portfolio and wanted a to add some 'brilliant' tech work :)

    like a little gui with a viewport so i can change skin colour add different hairstyles different clothes etc

    one thing i am completely cluesless about is how would you export the animation on something like this

    say the character has a tshirt and shorts on the rigging/binding would be according to the vertex location and the area of influence of the underlying bones(rig) but then if the character was wearing a skirt or pants and longer sleeve shirt then the rigging would be different ???


    completely lost on this one please help please
  • arrangemonk
    Offline / Send Message
    arrangemonk polycounter lvl 17
    http://rapidshare.com/files/214079137/tut.rar.html
    sorry that its not much artistic but it shows what i mean
    in this files you can animate your parts separately
    you just have to align the meshes to the position of the named bones and make them a child of their correspondening bones
    i hope you understand now
  • Rick Stirling
    Offline / Send Message
    Rick Stirling polycounter lvl 18
    As mentioned, the model and the skeleton are separate.

    You could build and rig a base model, add all the extra clothing to that file and rif the extra clothing, then export. At runtime you chose which meshes to draw.

    If this is just for a portfolio and will never touch a game engine, just do it all in the 3d package - create all the clothing, rig it all, show/hide what you need for the rendering.
  • leo
    Offline / Send Message
    leo polycounter lvl 18
    i am creating an application ...standalone exe ....using a game engine

    but this subject has always interested me ...how the hell do they do it ??

    hey thanks for the files but windows did an update last night and now max wont run

    any chance for a maya file
  • Rick Stirling
    Offline / Send Message
    Rick Stirling polycounter lvl 18
    We do it by having several meshes in the one file and choosing which one to draw at runtime.
  • arrangemonk
    Offline / Send Message
    arrangemonk polycounter lvl 17
    no maya => no maja files
Sign In or Register to comment.