Original Post
Hi guys,
Right now my game uses character models that are a single .X model, the mesh is a single enclosed volume and this is somewhat limiting me.
What I want to do is make the characters upper body and lower body seperate models so that they can have different animations from each other. For example the lower body might be walking while the upper body might be attacking or blocking or whatever.
Any ideas on how to accomplish this? Should the lower and upper body be animated separately in 3ds max and then exported as separate x files? My game right now has something like this:
So basically each entity is represented by one model and this model is drawn that position. Instead of that I can have 2 models per entity and draw them at position, this requires the models to be placed correctly in 3ds max which shouldn't be too bad. So it would look like this :
Any other ideas?
Right now my game uses character models that are a single .X model, the mesh is a single enclosed volume and this is somewhat limiting me.
What I want to do is make the characters upper body and lower body seperate models so that they can have different animations from each other. For example the lower body might be walking while the upper body might be attacking or blocking or whatever.
Any ideas on how to accomplish this? Should the lower and upper body be animated separately in 3ds max and then exported as separate x files? My game right now has something like this:
class Entity{//stuff...Vector3 position;Vector3 velocity;// more stuffboost::shared_ptr<Model> model;}So basically each entity is represented by one model and this model is drawn that position. Instead of that I can have 2 models per entity and draw them at position, this requires the models to be placed correctly in 3ds max which shouldn't be too bad. So it would look like this :
class Entity{//stuff...Vector3 position;Vector3 velocity;// more stuffboost::shared_ptr<Model> upperBody;boost::shared_ptr<Model> lowerBody;//or std::vector<boost::shared_ptr<Model> > bodyParts; //this would require more work though but it maybe better for creatures for more body parts. i would also need a way to define which *.x files make up which entities.}Any other ideas?