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Having problems solving equipment modeling

Started by BradP May 2, 2007 at 2:11 AM 1 replies 800+ views
Original Post
BradP
BradP
I am used to coding one model for a player with perhaps different textures for skins. I am trying to expand my skills in this regard, specifically towards modeling aditional meshes on top of base meshes to represent equipment the player is wearing. I don't want to go down the road of a model for every variation. That gives me brain freeze and makes my mouse shake. :) Even if it's easier to code. So can anyone give me some direction in this? How can I tell my player model to also model a helmet mesh over the head? Then there's the issue of animation. I could read the models 'head' transformation matrix and apply that matrix also to the helmet to get it in the right place. Seems clunky..:/ And what's the best data structure relationship to use for this sort of thing? My object class currently stores a pointer to an asset that contains the base player mesh, textures, ect. to avoid duplication of resources and take advantage of instancing on the GPU. I could add another asset pointer to my object class for the helmet I suppose. Thoughts? Suggestions? Thanks.
wyrmmage
wyrmmage
look into skeletal/hierarchical modeling/animation.
I'm currently working on this myself, but that seems to be the best solution.
-wyrmmage
BradP
BradP
Thanks Wyrmmage. I have looked into Skeletal animation and in fact am doing just that. My problem is my asset has the mesh and hierarchy. That asset is referenced by the objects that use it. The objects then will most likely have their own animation controller (haven't got there yet) which will translate the skinned mesh using the bone structure in the asset and the transformation matricies in the animation controller.

The confusing part is how do I link the helmet asset to the head bone without modifying the base player asset for example? That would make all players wear the same helmet. :) I'm not sure I'm storing my model correctly for this all to work.

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