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
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:
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
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
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.
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