I've been away a bit, reading a lot and thinking about what next to work on - now, I'm back and ready to start asking some really stupid questions again! The idea is to make a football game. I mean, soccer. No - I mean football.
OK - say I design a player mesh, and create a skeleton, bind the mesh to the skeleton and animate it. Fine. What if, then I want to later on create additional meshes to create some variation, I take it I can re-use the skeleton for that mesh too.
Is there anything I need to bear in mind? I've read in other posts that this is possible, but how does the skeleton know which vertices to influence on the other mesh without skinning that too? Or am I missing something really simple. Are there any limitations to think about, such as number of vertices per mesh or anything like that?
Also - I want characters in my game to follow the flight of the ball with their head. This will need to be parametrically set on the fly. I take it the way to do that would be to have a head bone on the skeleton that can be manipulated programmatically as required.
But, again, to create variation and recognition within the game, I would want different heads to be on the basic model. I realise this can be done with textures, but they need to be quite distinct and recognisable and although in early iterations of the game I won't need this ability, planning ahead I'm thinking of having different meshes for each head.
Would there be a way to seamlessly 'stitch' the head/neck to the body? I realise I could hide this underneath, say, armour, but as I'm planning a sports game, open-necked shirts are the order of the day. I won't need to go to the lengths of randomizing arms, legs etc - just the heads.
I know I can access the vertex buffer somehow and push vertices in there, but I'll need to play a bit more with that. Think that's the way to go? Is there a way of tagging vertices or anything like that so I know which vertex I'm lining up? I'm guessing here.
I appreciate any feedback - I'm thinking hard and planning all sorts of stuff before I start so I know exactly what I'm in for.
Ta