Game Development Community

Question about equipping armor, clothing, etc.

by Dean · in Torque Game Engine · 07/11/2007 (10:52 pm) · 2 replies

I know how to mount non-animated objects such as swords and helmets, but I'm trying to find a way to basically assemble the player out of different models. I want the player to be highly customizable, so the head, face, feet, hands etc will all be separate models moving as one. There will be lots of animations too. I'm wondering if it's possible or even desirable to do this with the standard mountpoints, or if there's other ways to do it. Maybe I could have multiple models in the same location, each with full skeletons, each with only certain parts of the player mesh. Then hopefully they'd animate perfectly in sync :/. I saw this resource http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10304 but i'm not sure if this would be a good solution for me.
or should I use the hiding meshes method and have huge player model sizes http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5421 ?
any help would be appreciated. thanks :)

#1
07/17/2007 (5:41 am)
We just finished researching this same topic and concluded we'd need to go with hidden meshes, as per www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5421. It's really the only way we could find that would keep the amount of animation manageable. As you point out, this makes really huge models, but that really only affects your load time -- there doesn't seem to be any additional render time for meshes that are turned off.

We haven't actually implemented this yet in our project, but others have and report very good results. We'll probably implement this sometime in the next few weeks.
#2
07/17/2007 (9:26 am)
Yeah, I decided to go with that one too. Thanks for the confirmation though. Actually, you'll see my post at the bottom of the thread on their resource... I was having a problem with it I had to fix.