Game Development Community

Ingame custom characters

by Peter Vieira · in Artist Corner · 07/30/2007 (8:49 am) · 11 replies

Hello,

I have an idea of a player that can customize their characters in a game. A great example is the character creation in the Wii. Where you can pick different bodies, eyes, hair, and ect.

I'm confuse on how should I model, such a character. I would like to add mesh deforming for body size and or heads. Also changing hair color and such.

If Torque doesn't support mesh deforming, I could model different sizes of bodies, heads, arms, and legs.

If anyone has an idea on how to accomplish this or knows of an example of this process that's implemented inside of Torque, would be great. Please link me or respond.

#1
07/30/2007 (10:19 am)
It would be cooler IMO if you figured out how to use the Wii characters as the player instead! :)
#2
07/30/2007 (10:41 am)
It would be cool to use Wii characters, but I don't think Nintendo would think it's cool to rip off their characters for my game.
#3
07/30/2007 (11:38 am)
Its not ripping off their characters. I don't think you understand. I mean use the Wii characters in your game... Theres really no other way to put it.
#4
07/30/2007 (12:06 pm)
@Peter

Just ignore Neill, he seems to think you're making a Wii game for some reason.

There's couple ways you can go about this. Something like different hair pieces could be done by modeling the hair and mounting it to the head. As far as mesh deforming, you're going to have to dig into the source code. There is a really good resource that I was using for a while that allowed you to scale the individual bones of a character in-game. That could work for changing the body's size. If you're going to have different bodies with distinctly different shapes I know that a trick some artists have used is to have all the meshes present in one model and hide all but the one that is selected.

I hope that helps some. Being a programmer I'm not as familiar with what has to happen on the art side of the fence.
#5
07/30/2007 (1:16 pm)
Thanks Scott, you gave me the direction that I need.
#6
07/30/2007 (1:24 pm)
Wow. And apparently IM an asshole on these forums? I don't get people these days. Scott, get the dick out of your ass and accept when people make a mistake. You could tell me, "Oh, sorry you don't get he is not making a Wii game", or something like that. Though apparently being nice doesn't phase you.
#7
07/30/2007 (1:46 pm)
@Scott:

You by chance have a link to that resource that does the bone scaling? I've been needing something like that. Thanks.

Edit: nm found it, at least I think www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3977 for anyone interested.
#8
07/30/2007 (2:34 pm)
@Neil: Can we totally NOT resort to talking about dicks and asses when we have a disagreement with someone?!
#9
07/30/2007 (5:08 pm)
Chip, thanks for the link.
#10
07/30/2007 (5:41 pm)
Peter -
you can also get quite a lot of player customization thru a combination of the Mesh Hiding Resource and the Multiple Skins On A Single Model Resource. (look for them by name).

our app has just over 2,000 different clothing and accessory items, at the core of which are those two techniques.

mesh deforming ala the skeleton resource is also awesome, and definitely worth doing for body mod,
but it won't really help you if you want to have say a tank-top versus an overcoat.
#11
07/31/2007 (6:01 am)
Sorry about forgetting the link guys. I didn't have it bookmarked on this computer at the time. Here's the resource I mentioned. That one Chip found could do the job, but this one allows control over the individual bones. Oh, something to remember when playing with it is that when scaling a bone it affects its child bones. So if you scale from the elbow the forearm, hand, and fingers will scale as well.

@Neill
I save niceties for those that deserve them. I had already looked over your post history by the time I wrote that, and in the words of Forrest Gump, that's all I have to say about that.