Meshes linked to bones as well as Skin mesh in the same dts?
by Adam deGrandis · in Artist Corner · 05/18/2004 (4:48 pm) · 4 replies
Here is the scenario. I have a group of characters in my game that are supposed to be covered in an ooze of sorts. What I wanted to do (inspired by part of the TSE shaky cam video) is have the characters actual bodies be made of seperate meshes that are linked to the bones of the biped. The ooze would be a mesh that surrounded the entirety of the model and would be set up with a skin modifier.
my question is this: is this possible? The only mesh that would be out of the biped hierarcy would be the slime, so im thinking that i wont get a "too many subtrees" error. But im not sure. Is this too much for the exporter to handle? I ask, because i dont want to go through the entire process if someone knows it wont work.
If no one knows, though, hot damn, ill be the first to try and report. :)
my question is this: is this possible? The only mesh that would be out of the biped hierarcy would be the slime, so im thinking that i wont get a "too many subtrees" error. But im not sure. Is this too much for the exporter to handle? I ask, because i dont want to go through the entire process if someone knows it wont work.
If no one knows, though, hot damn, ill be the first to try and report. :)
About the author
I'm an veteran game artist, teacher, and all around nice guy. Check out my portfolio at adamdegrandis.com.
#2
05/18/2004 (5:45 pm)
I don't see a reason why this wouldn't work. You should be able to hide the 'oooze' mesh with the objects visibility channel information so that its only displayed when it's needed (use a sequence to control this).
#3
05/19/2004 (2:03 pm)
AFAIK this should be possible.
#4
05/19/2004 (3:26 pm)
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