Swapping faces & clothes on a model character?
by suddysud aka mrclean · in Torque Game Engine · 05/26/2006 (9:57 am) · 10 replies
Hi;
How would you guys go about swapping faces on a model?
I'm asking that question for 3 reasons.
1. I would like to lower my model creation count. I was thinking I could have the modeler create 1 model with 5 different faces. Then when I load up the game I can programmatically assign model faces to that same model to create lot's of variety to the models seen in screen. And I would adjust the height and width of the model for size.
Is there a way to do that without high overhead during game play?
2. the second reason I'm asking that question is for the character customization at the beginning of the game. What is the best way to slap on various faces on a character? and then incorporate that face onto the main character?
I guess the same question would apply to clothes on the character - in order to create variety.
I would like to have like 5 different skins for the same model. so it looks pretty much like a new character.
And My Last question is this
At what point should I create a new model as opposed to varying the height and width of the character programmatically
How would you guys go about swapping faces on a model?
I'm asking that question for 3 reasons.
1. I would like to lower my model creation count. I was thinking I could have the modeler create 1 model with 5 different faces. Then when I load up the game I can programmatically assign model faces to that same model to create lot's of variety to the models seen in screen. And I would adjust the height and width of the model for size.
Is there a way to do that without high overhead during game play?
2. the second reason I'm asking that question is for the character customization at the beginning of the game. What is the best way to slap on various faces on a character? and then incorporate that face onto the main character?
I guess the same question would apply to clothes on the character - in order to create variety.
I would like to have like 5 different skins for the same model. so it looks pretty much like a new character.
And My Last question is this
At what point should I create a new model as opposed to varying the height and width of the character programmatically
#2
To dynamically swap one texture on a model for another,
use this resource.
To dynamically swap meshes on a model,
use this one.
They can be used together.
05/26/2006 (3:53 pm)
There is indeed a better way to do it.To dynamically swap one texture on a model for another,
use this resource.
To dynamically swap meshes on a model,
use this one.
They can be used together.
#3
05/26/2006 (4:31 pm)
You can do more than just width/height modifcation (which won't look good beyond a small range) with this resource too. It'll let you scale players on a per-bone basis. Not sure if it would play nice with the mesh swapping thing though...
#4
Is it only for clothes that have different shapes.
Please give me tons of different examples.
05/28/2006 (7:47 pm)
Give me some examples of when i would need a new mesh? Is it only for clothes that have different shapes.
Please give me tons of different examples.
#5
apparently your wish is your command..
you can do a lot with texture swapping,
but you can never change the basic shape of an object with simple textures.
so,
if you want some characters to have hats and some not to have hats,
you're going to have to introduce different meshes.
or consider that a miniskirt has a fundamentally different shape than a pair of ski-pants.
i'm sure you can work out tons of different examples from that.
05/28/2006 (7:54 pm)
Quote:Please give me tons of different examples.
apparently your wish is your command..
you can do a lot with texture swapping,
but you can never change the basic shape of an object with simple textures.
so,
if you want some characters to have hats and some not to have hats,
you're going to have to introduce different meshes.
or consider that a miniskirt has a fundamentally different shape than a pair of ski-pants.
i'm sure you can work out tons of different examples from that.
#6
05/28/2006 (8:54 pm)
Great thanks that was excellent
#7
05/28/2006 (10:34 pm)
I'd go with mounting the clothes/hats/armors/etc. instead of modeling them all into one mesh and hiding the parts.
#8
@everyone
Creating mount points is something you do in modeling right?
I was wondering if it was possible to create a mount point for a specific pose.
Like if i put the person in the reading pose, they could have different types of papers/books mounted in their hands. Is it possible to create a special mounting position for special poses like that?
sorry I don't know much about modeling. just want to know how to communicate with modelers.
and of course soon i'll try out modeling
suddy
05/29/2006 (1:45 am)
@juha I'm guessing however that if you were to mount clothes they would not conform to the leg animation of running right? ) @everyone
Creating mount points is something you do in modeling right?
I was wondering if it was possible to create a mount point for a specific pose.
Like if i put the person in the reading pose, they could have different types of papers/books mounted in their hands. Is it possible to create a special mounting position for special poses like that?
sorry I don't know much about modeling. just want to know how to communicate with modelers.
and of course soon i'll try out modeling
suddy
#9
05/29/2006 (1:46 am)
That really depends on what kind of game you are making. In a single player game, mounting different meshes works fine. If your doing an online game, it's going to hurt you when networking a large number of objects.
#10
mounted clothing does not conform to the body.
i'd be very interested in hearing if this is not the case.
05/29/2006 (12:02 pm)
As far as i know,mounted clothing does not conform to the body.
i'd be very interested in hearing if this is not the case.
Torque Owner Bruno Grieco