Currently I am working on a project and would like to talk about armour/clothing customization. I understand this has been talked about a lot in the past but I feel it would be easier to juts re-vamp for a more detailed post.
(Ignore the baby face)
Blue represents where I feel clipping would occur in method 1, and red represents where I feel it would be neccasary to split if we followed method 2.
There are a few ideas we have been discussing, and one of them seems most suitable but we are unsure how to finalize how we would do it.
The first idea is simply placing the equipment over, we came out with many issues on this:
-Clipping
-Poly count (not too much of an issue considering PC platform)
-Rigging (How would it be done)
Some benefits of this were:
-Easier coding
Second idea is splitting the character and replacing the parts, we came out with many issues also on this:
-Visible seam lines (see through parts on the mesh)
-Rigging (How would it be done)
-Texture artifacts bugging out
-Coding, ((How would this be done) some psuedo might help)
Some benefits of this were:
-Intense customization
-General user knowledge (Most games seem to use this)
Lastly, Instead of having each part separate, I.E, Boots, Helm, Chest, Legs. you just get an entire armour set, This style would be based on the game ‘Flyff’. some issues were:
-Would require far more sets to be interesting
-Whether its even an interesting idea
Some benefits of this were:
-Easier coding
-Changing the skin rather than the model on most to create variations.
I would appreciate your thoughts on this, as to which method might fit best for character customization, And what would be the best way to go about it.
Any other methods you would like to share are most welcome.
I’m talking about in general, if we was to split the mesh, how would rigging work? I know how to rig, ive rigged and going to animate this model. maybe theres some links someone can help
OK,here is little test I did I took a cylinder and rigged it then I cut it on two pieces and separated them to 2 different meshes,added armature modifier to the objects and as long as they shared the same rig it worked OK.Did you think that if they are not the same mesh that you would get a “hole” between the two meshes?
thank you that helps, ill play around with that later. other issues are things like, how weightpainting works, will I need to weight paint every little equip? and then is it just a matter of testing them with all the animations.
Other things like lines are still in question, seeing through seams ect
I think that you would need to weight paint every equipment but I’m not very experienced in cloth rigging so I’m not sure maybe you can just add equipment onto the bone inside unity?You can use envelopes if weight painting is too hard for you,just after you finish adjusting the envelopes just convert them to weight paint and it works good on 90% of cases.
Are you using instantiate to get the armor or mesh renderer? I’m having trouble with this as I would think mesh render would be less resource consuming with a small amount of armor but instantiate would be better for a large amount of armor.
Obviously you delete the parts that are underneath the armor so clipping is not too much of an issue and only a slight part gets either shoved in, or vertex snapped perfectly.
There’s some very insightful things in this pdf slide from splash damage for brink - talking about seams in some sections. If you look past the “we did awesome” there’s some cool information to be found there
For the rigging thing. I guess there’s some neat tools that are quite heavy in the matter and not really an easy part. So you gotta do a lot of research, I guess. But there’s quite some tutorials and writeups on that on the internet. Go and search