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How can I set up multiple node for attaching object
Posted: Mon Jul 11, 2005 7:56 am
by kidnaplism
Hi! I have a problem about set up node for attaching object(ex. weapon
face or hair) for game character in 3Dmax .

What should I do ? The weapon node is OK but node for changing face leg or anything is part of body I'm not sure that has it must skinned weight? I thought It's not easy to do. What the method for set up game character that have changing weapon face and the other node.Thanks a lof.
PS. Sorry for not good in English and thank you for reading this

Posted: Mon Jul 11, 2005 12:46 pm
by DrEvil
As far as I know the only way to support changable meshes on a character decently is to basically cut the character into pieces, and export each variation of the character all as one mesh so that each swappable piece is a submesh. This is what I did for an RPG a while back, see this screenshot
This shows 3 variations of the mesh for our Ogre. There is a bare mesh, light armor mesh, and heavy armor mesh. In this image they are shown seperately, but in reality each mesh is split at the neck, shoulders, waist, and just below the knee to support swappable heads, chest, arms, legs, and boots.
Special attention is payed to the pieces of each to ensure that any variation of base/light/heavy meshes could be mix and matched for alot of variety.
Finally all 3 variations are on top of each other and weighted and animated appropriately and exported as 1 character mesh, sharing the same skeleton. The results create a number of sub meshes per body part which are then easy to hide/show programmatically.
Alternately you could attach armored pieces, but in the end you will likely need to do something similar anyways, since armor pieces almost always need to flex with the character, and simply attaching armor pieces to bones would result in a rigid attachment and there would be alot of penetration.
With several mesh variations like this, and hopefully many more texture variations you can end up with a good amount of variety available.
Posted: Mon Jul 11, 2005 12:50 pm
by :wumpus:
Also, multiple meshes can share one skeleton, this is exactly what you need for having armor/clothing move with the character.
Posted: Mon Jul 11, 2005 1:14 pm
by DrPain
:wumpus: wrote:Also, multiple meshes can share one skeleton, this is exactly what you need for having armor/clothing move with the character.
So would you use this technique to attach a piece of armor to a skeleton? I know just enough 3DSMax to be dangerous, but I need to be able to tell the artist how to accomplish this.
Would you take the character's model, remove the mesh, leaving just the skeleton (and animations), and then model the armor on top of that skeleton? (Actually, you'd probably model the armor before removing the character's mesh) Then of course that armor would have the same animations as the character.
But then how do you attach the armor to the character's skeleton in-game? At that point the armor would have its own skeleton.
Sorry if these questions are all answered in the wiki. I read the post and all these questions came to mind, and I wanted to vomit them out while I was thinking about it.
Posted: Mon Jul 11, 2005 2:58 pm
by DrEvil
You would have the armor as a seperate mesh weighted to the skeleton just as if it were another part of the body, Export everything together, and then in code you would hide or show that subentity. That's what we did at least.
Posted: Mon Jul 11, 2005 5:17 pm
by DrPain
What if there are many options available for the armor? Doesn't the entire mesh get "heavy"?
If the sub-entities (pieces of armor) are hidden, do they get transformed every frame, or are they completely ignored?
Posted: Mon Jul 11, 2005 6:33 pm
by DrEvil
I believe they are completely ignored, but I'm not 100% on that.
Posted: Mon Jul 11, 2005 8:07 pm
by Robomaniac
.....
f you look closely, she's wearing clothes
Posted: Mon Jul 11, 2005 8:16 pm
by maxxoros
friend_of_ACCU wrote:How old is she ? Why she is naked ? And why do you promote child porn here ? For me, for example, it can cause an erection. Ican't look to long.
Not a child, it s a style of 3D design, have you played or take a look at Final Fantasy 9...

...You will know more about this style
---
Posted: Tue Jul 12, 2005 6:05 am
by kidnaplism
thanks everybody .It's very helpful

Posted: Thu Jul 14, 2005 3:39 am
by Nek
You may want to try attaching that weapon/armor/whatever to a particular bone on the fly inside ogre itself. This way, you can switch out what the character is using at any given point in time automatically.
For example:
Code: Select all
Ogre::Entity * mEntityToAttachTo->attachObjectToBone(strUnmanagedBoneName, mEntity);