Spore-like: one animation, multiple body parts meshes - how?
Posted: Sat Aug 23, 2014 1:49 am
Hi, sorry for the title, I couldn't describe it better.
I want to generate pseudo random creatures like Spore did (https://www.youtube.com/watch?v=dRovPCiBBTw).
Basically, the animation would be the same, stored in a file, but every "creature" would be with custom face/arms/legs/hands/feet, and I'm wondering how to do that.
Contrary to spore, number of bones will be fixed, same as the global "posture" of a creature.
Here are few ideas I came up with:
-Create a base body for the chest & neck, attach meshes to bones - it would mean that it could lead to glitches or not visually appealing result
-Create a base body and "spare parts" (legs, head, etc) and batch them together in a single mesh by adding new faces (indices & vertices) that would connect everything - This would be, I suppose, more difficult because I'd have to know which vertex/indice I must connect with what, but the overall result would be better.
-Other option?
I don't know if I have to model and animate everything separately or together, and what will be the influence of using an external animation, if the coordinates used are relative or absolute and how would multiple meshes react.
I want to generate pseudo random creatures like Spore did (https://www.youtube.com/watch?v=dRovPCiBBTw).
Basically, the animation would be the same, stored in a file, but every "creature" would be with custom face/arms/legs/hands/feet, and I'm wondering how to do that.
Contrary to spore, number of bones will be fixed, same as the global "posture" of a creature.
Here are few ideas I came up with:
-Create a base body for the chest & neck, attach meshes to bones - it would mean that it could lead to glitches or not visually appealing result
-Create a base body and "spare parts" (legs, head, etc) and batch them together in a single mesh by adding new faces (indices & vertices) that would connect everything - This would be, I suppose, more difficult because I'd have to know which vertex/indice I must connect with what, but the overall result would be better.
-Other option?
I don't know if I have to model and animate everything separately or together, and what will be the influence of using an external animation, if the coordinates used are relative or absolute and how would multiple meshes react.