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Precalculated animation of complex (composite) model

A topic by congay created 328 days ago Views: 275 Replies: 1
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(Edited 1 time)

Hi all!

If anyone had the experience... I'd be very grateful for the answer:

Let's consider a character, consisting of separate head, hands, body, legs & feets, weapons, tra cứu số thuế which are replaced for specific X3D model (precalculated animation) depending on the armor the character wears in the slot in sperate files.

What are the «problems» in merging the parts togthere into a single mesh? I.e. I create a 'complete' model, rig it and animate. Then I cut the model into parts and push every part to a separate layer. tra cứu thông tin doanh nghiệp Then I save every layer as a file and depending on the characters armor slots I create a composite model in-game.

How do I work with seams? Should I duplicate the seam for all the body parts? mỹ phẩm luxury girl Or do I need to make the model seamless by code? Will I be able to animate the head separately (the character looking around, speaking).

Castle Game Engine supports only precalculated animations. I don't need the high quality, 'cause my models will be of relatively low quality :) I know it's better to make it by bones, but still?

Or is it a 'bad' idea actually?

(Edited 1 time)

????