I was thinking of making the hair and clothing part of the model and using alpha channel on tga for the textures of each hair style and outfit so I could animate them all together then attaching solid parts such as shoulder armour etc onto the bones.
This would work and I believe its how its done for world of warcraft but it presents some design limitations. Such as In order to have say a glove I'd have a solid part attached to the forearm to make up the glove from the wrist up but the hand would just have a flat texture. I supose this is fine for plate armour since its all basically solid and can be made up of many parts and attached to each bone. Problems arise when aiming for cloth or leather that isn't skin tight.
I was hoping for a solution that involves having attached armour that adopts the animation "skin" etc of the character model if that makes sense. That would provide flexible clothing.
I know that above I've given myself one alternative but I'm aiming for realism and would rather not have chunky motionless parts making up the armour on the characters since the game is mostly played in first person mode.
I'm open to whatever advice you can give .
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