hi, i would like to do what every rpg does, split my main model into smaller and allow the user to choose his “parts”.
Questions :
ok i break the model into smaller ones, does the connective point (where the 2 parts merge) have to have the same number of vertices ? the vertices in the same position ?
Attachment Points: e.g attaching a helmet in the head attachment points. Here we dont need to Weld / combine, just need to find the position of the attachment point. So how do i define this “Attachment points” in blender? Are they bones ? or can blender export any other helper symbol to help me get Position of the attachment points?
b) export them without holes (then it will look worse than a truly connected mesh).
Really? Because of lighting or what? Do you have pictures? I would think that if you have the vertices weighted the same so they are in the same position, you wouldn't be able to tell. I think that's what games like Oblivion do. The other issue is finding how to associate different meshes to the same skeleton.