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From: | Andi 'Debug' Allen |
Subject: | [Nel] multipart meshes |
Date: | Wed, 3 Mar 2004 17:13:33 -0000 |
Hi,
ok we have been thinking seriously about this for
some time
and as yet have failed to come up with even an
iterim solution.
in games such as ryzom and anarchy online
etc.
although this falls into game development theory i
feel if
it has been done in ryzom or by someone who uses
nel a
heads up on the methods would be very
useful
a player can wear different pieces of armour hold
different weapons
the armours can be differnt sizes and
shapes.
the logical method that presented itself to me is
to break a model
of a char into various parts head / neck / arm etc
and hot swap
replacement meshes for those parts.
how then does the animation deal with these
replacements
or even additions! to a mesh like a cape or over
armour armours
im probably on the wrong track entirely.... arent
i
and you want to tack a weapon mesh onto a char or
shield
we are extremly lost on ways to proceed and dont
want to make
to many meshes before we know the hoes and whys of
proven
systems.
so to break it up we need some kind of reasonable
idea of how to
do the following
link / unlink / rotate / scale - weapon / shield /
con to a character
mesh without breaking animation
change / scale - armour parts to replace parts of a
char mesh
without breaking animation.
is there a set system for doing this in NeL i dont
want to reinvent the
wheel again.
thanks
Andi 'Debug' Allen
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