Hi! Im looking for some insight into how character creator´s like the one in Skyrim and similar are setup and works together with animations. Mainly Im looking for a good solution for faces, how the bone-setup would be and how the customize bone-setup will work with the animations for the face. Anyone know of any good…
You don't really need morph target support in your rendering engine, when you are able to do some custom coding. Once the final mesh is designed in the editor, it is better to bake the result in a single mesh and render the baked version instead of using some morph-target solution in-game. This way you could code the…
Thanks for the responses! If only I had the possibility to use morph targets =) Cant say that I read all of www.makehuman.org but I scanned trough it but could find any, thanks anyways! What Im lookin for is something that can give me 100% skinbind to two bones. One bone for customizing and one for animating. How were the…
If you really don't want to use morphs, then skin the mesh to one bone, and make that bone a child of the bone that will move in the hierarchy. Let's call the second bone an adjust bone for instance. From there you can scale that bone, move it, etc, and it will still move appropriately for animations. Then on the character…
Just started watching but I think this one might answer some questions. GDC 2011 Ultimate Customization in Character Creation - Challenges and Innovations by Brad Stokan (Cryptic Studios)