purchased Cheetah 3D and having few questions about character modeling with multiple hit points.
From what I understand, to make 3D character with joints all the body parts should be grouped into one model? For example Lerpz model is imported as one model only and there is no child objects like head, torso etc.
If I want to be able to tell which body part collided how do I achieve this in this case? Should I add bounding boxes for each body part on character? For e.g head, arms, legs etc?
Is this the way or I’m completely of the track here?
You have the basic idea. For performance reasons, realtime characters ideally have as few meshes as possible and use a combination of bones / joints “skinning” to drive animation.
Open the Lerpz.fbx asset file in a 3D modeling app (Cheetah currently munges this file for some reason) and you can see more on how it is put together; mesh a hierarchy of bones / joints.
If you want specific body-part colliders, then yes you add colliders to the bones in Unity. See the Ragdoll Wizard in Unity for a cool way to automate this.
Also can google up on “skinning characters” “rigging characters”; Cheetah supports both and should normally work fine with Unity.
(also, as this is not iPhone specific, the post should probably be moved to the External Tools forum)
You have the basic idea. For performance reasons, realtime characters ideally have as few meshes as possible and use a combination of bones / joints “skinning” to drive animation.
Open the Lerpz.fbx asset file in a 3D modeling app (Cheetah currently munges this file for some reason) and you can see more on how it is put together; mesh a hierarchy of bones / joints.
If you want specific body-part colliders, then yes you add colliders to the bones in Unity. See the Ragdoll Wizard in Unity for a cool way to automate this.
Also can google up on “skinning characters” “rigging characters”; Cheetah supports both and should normally work fine with Unity.
(also, as this is not iPhone specific, the post should probably be moved to the External Tools forum)
You have the basic idea. For performance reasons, realtime characters ideally have as few meshes as possible and use a combination of bones / joints “skinning” to drive animation.
Open the Lerpz.fbx asset file in a 3D modeling app (Cheetah currently munges this file for some reason) and you can see more on how it is put together; mesh a hierarchy of bones / joints.
If you want specific body-part colliders, then yes you add colliders to the bones in Unity. See the Ragdoll Wizard in Unity for a cool way to automate this.
Also can google up on “skinning characters” “rigging characters”; Cheetah supports both and should normally work fine with Unity.
(also, as this is not iPhone specific, the post should probably be moved to the External Tools forum)