I want to create a game character with interchangeable clothes.
My question it this, how should I design him? Should I make a 3d mesh for the head and neck, then various torso meshes for each type of clothes, various ones for different trousers and again more for the different shoes?
Am I correct in thinking that I can then stick the various items together and then animate each part separately?
But I also thought that you needed to create a skeleton to animate the mesh? If I do, how do I put each part over the skeleton to make it animate? Because making a sequence of every type of animation for each item is gonna be lengthy.
Basically I need to have a relatively easy, that is going to be memory/CPU un-intensive, way to animate characters wearing different clothes that have the ability to change their clothes and still carry on. But I have no idea where to go with it or how to start and really need some pointers and help to get me started in the right direction.
I will appreciate any tutorials that you can suggest but could you also please try to address these points that I have made directly? Because tuts are sometimes hard to sift through til you get what you want from them.
Many thanks guys!
Neilos
I suggest you check out this:
http://www.jmonkeyengine.com/wiki/doku.php?id=hottbj_integ_tutorial
Which describes a method for getting clothes/items on to your character.
But, really, once you’ve done that, you should start from the beginning with the HottBj tutorials to get a hang of how to get your models/armatures into jme (they also go about describing how to create them).
They begin here:
http://www.jmonkeyengine.com/wiki/doku.php?id=blenderjme_basics_tutorial
In case you get stuck, the author frequents the forums and is very helpful. There are also numerous troubleshooting threads around the board.
Diamond, it's beautiful!
I'll begin working through these. The 'Mountpoints' idea is still a little unclear but I think that it will become more clear as I progress through the HottBJ Tuts.
Many thanks rickard,
Neilos
/off .
wow this is really nice, i wasnt aware of the export tool at all! I'll check it. Hopefully it's a better pipeline and also will be quick loading compared to loading objs and all.