|
From: | phlam |
Subject: | [Nel] Need for a guideline to create sets of clothes |
Date: | Tue, 24 Sep 2002 16:24:25 +0200 |
Hello NeL apostles
Is there a guideline to create sets of clothes for
the characters ?
Say I want to be able to change parts of the Gnu's
clothes in Snowballs. What will I have to do ?
I suppose that, in 3DSMax, I have to split the Gnu
mesh into different parts, say { head, shirt,
hands, trousers, feet }.
I should assign to each of them the same modifier
skin or physique.
Let's call them original parts, or first set of
clothes.
Now I create new objects, like trousers, shirts,
and so on, assign them a modifier skin or physique with the same list of bones
and setup the influences.
I suppose that the new parts must have the same
open edges as the original ones, for the vertices to be welded when we swap
clothes.
I think there must be NeL properties to be set,
like the 'Mesh interfaces' group in the "Misc" tab, and maybe 'Instance name' or
'Instance group name' in the "Instance" tab. These properties don't speak by
themselves.
What does the magic button 'Test
Interface mesh' ?
The only things to export are the skeleton
animations and the parts (shapes) ? Is there a need for a .ig file
?
Are there additional data to be added to
the Max objects ? Are there additional data to be added to the
exported objects ?
Now what should a (kind)
programmer modify in the snowballs sources to get the Gnu change
a part or the full set of his clothes at the press of a key ?
Thanks in advance
phlam
|
[Prev in Thread] | Current Thread | [Next in Thread] |