RPG Editor - NPC GEN 2 Character Customization
by Kevin Mitchell · 10/14/2012 (2:26 pm) · 4 comments
My old NPC generator has been given a well needed face lift. This new system takes the processes of merging body parts to an enhanced level. The new version now operates using morphs, clothing sections, and skin selections. By release this will also include Hair texture selection, and Clothing Skin selection.
Setup: The Customization Structure is simple to understand and maintain. The Master Body has a defined Folder. The System will scan these folders and Builds the Consomization Interface based on the files contained. Naming conventions are a must when structuring a customizible character.
Currently the system supports Muscle and Heavy morphs. Adding extra morphs are simple to build upon.
The Clothing supported will be shirt,pants,shoes and accessories.
Below is an example of the structure for a given character.
Adding Clothing only requires the proper New Folder to be added under the given section.
I will try to make morphs dynamically expandable.
Morphs:
Morphs are just the same mesh with only the desired change added to the mesh and saved out as a seperate file with the desired change.
The Clothing require a version for every morph other wise clothing may not fit every morph adjustment.
All processing of the character creation is now written in C++ in the engine for speed and memory purposes.
Skeleton and Materials:
New to this version is the ability to have skinned objects in the merging process.
The customization class will merge in all unique bones and material with out allowing duplication.
When it comes to the skinning only the objects marked BASE require skinning.
Exporting:
When exporting the character will have a material file created with all material settings.
A TSShapeConstructor cs file will also be created and linked with default preset animation linked to some of the base animation. IE: Root,Run,Walk,Swim,Chatting,Death.
All required Textures will be copied to a images folder. NOTE: I am in the process of trying to make shared textures. To make the textures shared across all characters generated.
This originated from the customization used in games like: Soul-Calibur, Saints Row, White Night Chronicals.
While this is not direct mesh manipulation it is a close implementation. I would love to make this a live customization system. After everything is done I may look into how the DTS objects are structured to see if this will be possible.
Preview:
Of as you can see i have some things to learn about rigging a character properly. But when done correctly there would be no seams at folds. And defiantly no inner chest bone poking through your chest.
It's taken quite some time to get this working and I hope it will be an awesome addition to the RPG Engine plugin I'm working on.
I've been working on this so long that it seems endless. But in the end I hope to have something that can help me and others learn the system and create games faster.
Setup: The Customization Structure is simple to understand and maintain. The Master Body has a defined Folder. The System will scan these folders and Builds the Consomization Interface based on the files contained. Naming conventions are a must when structuring a customizible character.
Currently the system supports Muscle and Heavy morphs. Adding extra morphs are simple to build upon.
The Clothing supported will be shirt,pants,shoes and accessories.
Below is an example of the structure for a given character.
----Male --------Body ---------------01_Body_Base.DAE ---------------02_Body_Muscle.DAE ---------------03_Body_Heavy.DAE ----------------------images ----------------------BlueEye.png ----------------------Rename_Male_Base_01DiffuseMap.png --------Hair ---------------PlainHair ----------------------01_Plain.DAE ----------------------thm_01_Plain.PNG --------Pants ---------------PlainPants ----------------------01_Pants_Base.DAE ----------------------02_Pants_Muscle.DAE ----------------------03_Pants_Heavy.DAE ----------------------thm_01_Pants_Base.PNG --------Shirts ---------------PlaneShirt ----------------------01_Shirt_Base.DAE ----------------------02_Shirt_Muscle.DAE ----------------------03_Shirt_Heavy.DAE ----------------------thm_01_Shirt_Base.PNG
Adding Clothing only requires the proper New Folder to be added under the given section.
I will try to make morphs dynamically expandable.
Morphs:
Morphs are just the same mesh with only the desired change added to the mesh and saved out as a seperate file with the desired change.
The Clothing require a version for every morph other wise clothing may not fit every morph adjustment.
All processing of the character creation is now written in C++ in the engine for speed and memory purposes.
Skeleton and Materials:
New to this version is the ability to have skinned objects in the merging process.
The customization class will merge in all unique bones and material with out allowing duplication.
When it comes to the skinning only the objects marked BASE require skinning.
Exporting:
When exporting the character will have a material file created with all material settings.
A TSShapeConstructor cs file will also be created and linked with default preset animation linked to some of the base animation. IE: Root,Run,Walk,Swim,Chatting,Death.
All required Textures will be copied to a images folder. NOTE: I am in the process of trying to make shared textures. To make the textures shared across all characters generated.
This originated from the customization used in games like: Soul-Calibur, Saints Row, White Night Chronicals.
While this is not direct mesh manipulation it is a close implementation. I would love to make this a live customization system. After everything is done I may look into how the DTS objects are structured to see if this will be possible.
Preview:
Of as you can see i have some things to learn about rigging a character properly. But when done correctly there would be no seams at folds. And defiantly no inner chest bone poking through your chest.
It's taken quite some time to get this working and I hope it will be an awesome addition to the RPG Engine plugin I'm working on.
I've been working on this so long that it seems endless. But in the end I hope to have something that can help me and others learn the system and create games faster.
About the author
Riding Solo since 2005. Current Project: Fated World 2005-Present RPG Engine Tool Kit - Now available.
#2
In summary its not updating the mesh real time it builds a collada and loads it to see the changes.
10/14/2012 (7:06 pm)
What i mean is that most game engines that have the customization like this are not building a file and reloading it to see said changes. They have live updating of the mesh in real time. In summary its not updating the mesh real time it builds a collada and loads it to see the changes.
#3
new mesh generation takes time depending on what format u r using.
that is why i changed shape editor's rendering properties to have control on 3d mesh's rendering.using that modified data i then generate a new dts file.
without any knowledge on 3d mesh result was not bad for me.
10/14/2012 (7:13 pm)
yes,that is what i was talking.i also was working on it.new mesh generation takes time depending on what format u r using.
that is why i changed shape editor's rendering properties to have control on 3d mesh's rendering.using that modified data i then generate a new dts file.
without any knowledge on 3d mesh result was not bad for me.
#4
10/15/2012 (7:57 am)
I'll look into that I have not looked into how DTS objects are structured yet. I want to be able to make this real time. One reason I went this way is to have portability to other engines as well. So far everything except for the RPG player and AI links can be ported easily to any engine since I'm trying to make this as modular as possible. 
Ahsan Muzaheed
Default Studio Name
so u r not actually using new dts generation technique.
then i think u are changing rendering code ?
right.