Dear all:
Any one had a idea about this topic. I am a new one to this. In the 3D RPG the character need to change the armor of boot.
sorry for me poor english
Wear armor or boot
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i'm also working on this problem. Its not too hard to attach the armor using a similar method to the weapon, but then it will just stay in place. i Think the armor needs to be animated as well, then play both animations at once.
The boots are easier i think. Make each boot a seperate model and attach each one to a bone in the foot. Hopefully this wiil mean that each boot will move when the foots does.
Now that i think about it this could be used for the armor as well. Divide the armour up into logical part so that each part can be attached to a static part of the body, then each part should move properly using the bodies animations.
Using this scheme you would have a breats plate, should pads etc as seperate models. Probably hard to understand without a picture.
The boots are easier i think. Make each boot a seperate model and attach each one to a bone in the foot. Hopefully this wiil mean that each boot will move when the foots does.
Now that i think about it this could be used for the armor as well. Divide the armour up into logical part so that each part can be attached to a static part of the body, then each part should move properly using the bodies animations.
Using this scheme you would have a breats plate, should pads etc as seperate models. Probably hard to understand without a picture.
We did a test program that accomplished this, although your model can have problems, like major tearing.
What we did was made and ms3d model that was just joints. The joints were animated.
Then we made pieces for each body location: thigh, head, upper arm, lower arm, etc... We then put on or popped off the pieces as necessary.
I guess it could be improved if you did some sort of vertex welding.
What we did was made and ms3d model that was just joints. The joints were animated.
Then we made pieces for each body location: thigh, head, upper arm, lower arm, etc... We then put on or popped off the pieces as necessary.
I guess it could be improved if you did some sort of vertex welding.
Crud, how do I do this again?
Saigumi, would it be possible to use layers of models instead of changing the base player model. This way the player model could be made as a complete model so the tearing problems wouldn't occur.
Armour and other item models could then be attched to the player model on a higher layer so that they mask anybody parts that are under the new models. As long as the new models are well designed and properly atttached to the player model i think this should work fairly well.
Of course if you start adding more functionality like that found in current mmorpg, like changing chararcter height facial features and so forth a more compilcated and robust system would be need.
I do plan to do some testing for this, and hopefully produce a good system that others can reuse as it seems to be a recuring request. However its not at the top of my list of projects and i'm currently unable to do any coding due to other demands.
Armour and other item models could then be attched to the player model on a higher layer so that they mask anybody parts that are under the new models. As long as the new models are well designed and properly atttached to the player model i think this should work fairly well.
Of course if you start adding more functionality like that found in current mmorpg, like changing chararcter height facial features and so forth a more compilcated and robust system would be need.
I do plan to do some testing for this, and hopefully produce a good system that others can reuse as it seems to be a recuring request. However its not at the top of my list of projects and i'm currently unable to do any coding due to other demands.