Me and my team are currently developing Runescape with Unity3d, the actual MMORPG. Don’t think it’s just a dream or anything, we are doing very well I should say… Login/ World/ Chat servers done from scratch and 3d multiplayer is working perfectly, done many Interfaces, some combat stuff and a lot of little things as well as some animations. 
So anyways, the problem is that in Runescape there are various meshes that you can change, like Body, leg armors, helmets, boots etc. and that’s one of those things we must have in our game. How ever, I spent days trying to figure out how to do it and yet failed 
I have a nice rigged 3d model, already done some animations for it etc. but that mesh changing thing just keeps getting me a headache.
So my question is - How exactly do you do it?
I’m not asking how to switch the meshes around in game, but how to get multiple meshes of say head in 1 model that would work with the animations and wouldn’t just disappear once changed in game…
I tried duplicating the Head mesh inside model with C4D, changing it slightly, parenting to the rest of model, and when I import the model to Unity and try to change the head mesh to that one I just modified, it either is invisible or terribly messed up…
I then thought that I might need to attach skeleton to that head model as well, so I did it and still keep getting the same effect and taste of a big fail 
So how do you do it?
If anyone could kindly explain, link me to some clear tutorial or even better - post their MSN address so I could add them and they would actually show me how to do it - It’d be perfect…
Thanks.
While I highly doubt you’re actually part of the Jagex team, remaking a game like Runescape in Unity is an ambitious goal, and I hope it goes well for you - or at least is a great learning experience.
My guess would be that you have to fake it. Let’s say you have a character with 5 different styles of head. Make all five in Cinema4D, then import into Unity. Once in Unity, through code, turn the Mesh Renderer component off for every head except one. If you need to switch heads, turn the mesh renderer off for the visible head, then turn the mesh renderer on for the proper invisible head.
Mind you, I haven’t actually attempted that, but I can’t see why it wouldn’t work.
Thanks for answer.
No we’re not part of Jagex, but we’ve been developing Runescape private servers in Java for years and probably that’s why we don’t find it hard to develop it in Unity, javascript/ csharp are quite similar to java
We’re a team of 3.
Anyway, the problem is that i tried doing what you said, I add multiple heads to character and then in Unity I try to render off or on them but only the original head works - All other head meshes don’t 
I think I’m doing something wrong in C4D… Do I just parent all different head meshes to the original one and that’s it or i need to do something more like attach them to skeleton with Maya or something like that?
Thanks
Hi !
This is exactly what we are going to do next
in our little project.
My best guess would be assembling the customized
character in Unity e.g import your character
without head, and then import all the different heads
one by one to Unity. THEN position the parts as desired
in Unity and then use the script to hide/unhide
the headmesh/meshes.
This is how I would do it,
but I´m just a lousy graphics artist 
Cheers !!
Thanks, but do those heads have to be rigged with skeleton or just simple meshes?
And I don’t think that would work well with animations, or would it?
I mean not head but parts like legs, arms, as I want them customizable as well.
Each bone in an object’s skeleton has its own transform component. If you want to attach an object to a bone (a shoe to a foot, say) then you can just set the bone as the parent transform and they will move together. The issue is getting the attached object in the right position. You will need to plan the system carefully to ensure that assets all have their anchor points in a consistent position, etc.