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Dressing models

Started by GCoda Jun 29, 2004 at 2:36 PM 2 replies 850+ views
Original Post
GCoda
GCoda
Hehheh, I hope the subject wasnt too missleading? However, hi to you all! I would need to place clothes armors helmets and any thing you can figure to model but im not sure how to do this. I thought that simbly using attach points isnt good enough becose the model and cloth might overlap. And not to mention the lag if you just stuff models above eachother. So could you tell how this should be done? I think NWN and morrowind uses seperate pieces to create one creature and some of the pieces can be armors. Now the problem whit that is that I dont know how the animation works anymore if theres not one model put limbs. So, any tips where to get started would be great! ;) Thanks.
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JTippetts
JTippetts
Try looking into skeletal animation. Basically, you have a hierarchically organized "skeleton" of bones which can transform any mesh attached to them. The character's body and outfit are assembled together as separate, individual meshes which are attached to specific bones of the character's skeleton, and thus deformed by the animations which are applied to the skeleton. Since animation and pose are separated from the actual mesh, then any mesh components can be attached to any bone(s) to vary the character's appearance. Any mesh designated "HeadWear", for instance, can be attached to the character's "Head" bone, and thus will animate to follow the character's head as it moves.
GCoda
GCoda
Thanks for your reply VertexNormal. What im still consernd is what happens when you want to place helmet to person who has long hair? Ok one solution would be to have that hair as seperate model.
Well I supose im going to have some 'attach levels' for the models to show only top most model.
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JoeCoder
JoeCoder
This might be exactly what you're looking for. Came across it while looking for answers to my pbuffer question on the OpenGL thread.

http://www.paulsprojects.net/opengl/cloth/cloth.html
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