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External Utility Thought...


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#1
Ambaryerno

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A post I just made in a thread on the Custom Content folder, and a thread I'd posted in on this one previously got me thinking about something:

The biggest hurdle right now to making new bodies is the fact it requires remodeling ALL the armor and clothes to fit it. Otherwise, you're going to end up with what we already have, where every suit of armor or article of clothing you put on your character looks like is has a completely different body build from the "nude" model.

As we all know, the game doesn't morph clothing and armor to fit the body mesh, thus requiring all those new models.

Now, here's my thought:

We can't tell the game to morph the models (which would REALLY be the best and easiest way to do it, because all you'd need then is a "body morph" to take care of the rest). We can't (at least in theory) tell the Toolset to do it, either.

But what about creating an EXTERNAL utility that can do it? Something that can cross-check an "input" mesh for the armor against an "input" mesh for the body. It would then generate and "export" mesh of the armor and save it. Convert this new mesh, and voila.

One way it could work would be to break your body "mold" down by objects, labeled by the body part. You would do the same thing with the armor mesh. The utility could match "torso" to "torso," "legs" to "legs," etc. Then it's just a matter of breaking the model down however you wish, attaching bones, etc. The utility could be programmed so that the armor/clothing mesh cannot intersect the body mesh.

Thoughts? Flames?

#2
ChewyGumball

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The nude body meshes are already broken down in the way you describe. Your character is basically a mr potato head, pieced together from various parts determined by the armour you are wearing.

However, a tool that could make sure one model (the pre existing armour model) doesn't intersect another model (your new body) would be possible. It would be simple vertex manipulation. The difficulty would be in making it look good. I have not looked at the armour models but I doubt they are triangulated in a way that would be conducive to this kind of thing. It would depend entirely on how much of a change your body is, but the modified armour could look very bad and blocky or streched, in which case you might as well just remodel or adjust it by hand in the first place.  As long as you don't change the skeleton, all the armours will work properly, they just won't look proper. 

#3
Ambaryerno

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I'm working on a complete and total remodel of the female bodies (to start with. The male bodies look ok enough for now) and will ALSO be completely remodeling all armor as part of Arms and Armor, anyway.



My thought would be to adjust the female body mesh to whatever proportions I need. Say, a shorter, broader, stockier body for a dwarf as opposed to an Elf or human. Theoretically, I could then also give some characters unique bodies, or otherwise add more variety. If I then build new armor meshes to work with the new "base" mesh, I could then "morph" it as needed to fit the other body variants. Because the only change to the different bodies would be proportions, in THEORY, at least, the new armor pieces would fit properly on the morphed body.



So if I take Custom Body A and Custom Armor Bit B, would it work as I expect if the Armor Bits are designed to work with the Body?