Im trying to limit the animation time i need to spend on all my game models. Essentially trying to figure out if my reasoning is correct,
my thoughts are that I can make a basic model for all my characters (bipeds at least). Then model the different heads, bodys, legs, feet, arms, hands, shoulders, back, and waist separately. Basically have interchangable body parts for use with decapitation, showing the armor you have equiped, etc. In game the base mesh(with all the animations) is loaded, then each body part is attached to the base mesh at its respective position.
My questions are as follows :
1) In this situation would the attached body parts move when the parent base mesh is animated?
2) Does Irrlicht suport a mesh heirarchy such as this?
3) Would the base mesh have to contain any polys at all or can it be just a skeleton (bone system) with animation?
4) Would this cause a performance slow down in an online environment given that each client has the mesh data stored locally, but is recieving all the mesh configurations of all the other players in the game area?
5) Ill get back to you when I think of more. I know I have more questions but this is a good start
![Smile :)](./images/smilies/icon_smile.gif)
Thanks in advance for any suggestions and answers.