My game contents can be described as following:
- game characters - humanoids only
- animation - bones only (also for facial animations)
- materials - nothing complex, I still feel like a noob in texturing...
But there is "a catch": I need also some predefined vertex animations (morphs) and recolorable materials.
From the user perspective, the user will be able to choose the base mesh and deform it a bit (using pre-defined morphs, like adjusting the "fatness" of the character, and also some facial features). After those deformations, user clicks Apply button and I need to save the modified mesh as his avatar mesh (thus avoiding using vertex animations later in-game).
Also the user should be able to take some base texture and fill the colors with custom values. As far as I know, Sims3 works like this, and I have seen some posts here about recoloring materials in Ogre3D, so this should be doable.
As I am mostly a programmer, my 3D exporting pipeline idea is pretty vague now. The Blender exporter seems still a bit tricky to use, but I guess, there is no better free alternative, so I'll have to be patient and get used to Blender exporter.
If you have a stable exporting pipeline (preferably, using only free/open-source tools) for humanoid animations, I will be glad to hear about your experience - what 3D software/exporter combination has proven to be the most hassle-free for you?
It would be especially great to have a good rigged and well-tested low-poly human model (with high-res also available, if I need to tweak something) with bones for facial animation, so if you have used such a model in your games, it would be great to know. I have seen some pretty good free rigged models, bot they usually do not have facial bone rigs
