Author Topic: Alternate Player Character (Dynamic Race) Methods  (Read 310 times)

Legacy_Failed.Bard

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Alternate Player Character (Dynamic Race) Methods
« on: January 27, 2013, 04:13:55 pm »


                 I know OTR had been doing some work on making skinmeshed PCs at one point, and I'd played around a bit with converting creatures to robe models to allow for dynamic colouring of them.

  I was curious if there'd been anything more done along this line, or any other variants done on the dynamic race models.


  As for my thoughts on them, I'd personally like to do an overhaul on the whole model hierarchy.  Combining certain nodes within model parts (shin and feet; forearms and hands), and adding others, specifically the monster nodes, and additional head related nodes (jaw, eyes, hair).

  Admittedly, head models would have to be made specifically to take advantage of the new nodes, but old ones would still work with them, and `new` heads would work with the original style of base model, just without any access to any altered animations to support them. 


  Even if I don`t get around to modifying the models, I think some manner of general consensus on where the monster nodes should be linked to would be of benefit to the community.
               
               

               
            

Legacy_OldTimeRadio

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Alternate Player Character (Dynamic Race) Methods
« Reply #1 on: January 27, 2013, 11:34:34 pm »


               

Failed.Bard wrote...

  I know OTR had been doing some work on making skinmeshed PCs at one point, and I'd played around a bit with converting creatures to robe models to allow for dynamic colouring of them.  I was curious if there'd been anything more done along this line, or any other variants done on the dynamic race models.

Can you be a little more specific about what you're looking for examples of?

As for my thoughts on them, I'd personally like to do an overhaul on the whole model hierarchy.  Combining certain nodes within model parts (shin and feet; forearms and hands), and adding others, specifically the monster nodes, and additional head related nodes (jaw, eyes, hair).

As I mentioned to MerricksDad in the other thread, proving an end-to-end 100% workflow first on stuff like this is imperative to prevent being burned weeks or months down the line while implementing something.  There can be all manner of stomach-turning "gotcha!" moments that pop up right when everything should be coming together, otherwise.

Admittedly, head models would have to be made specifically to take advantage of the new nodes, but old ones would still work with them, and `new` heads would work with the original style of base model, just without any access to any altered animations to support them.

If you haven't seen Corporate Dog's two "facelifting nwn" threads, you should check them out in the Omnibus.  It's an appropriate travelogue for part of what I think you're trying to do.  IMO, generally an idea like his is thought up, worked on in secret, shared with 8 people, jealously guarded on pain of death, never released for fear of imitation or improvement and finally relegated to an unexpected death when a hard drive crashes a few years later- with only a single screenshot or an offhanded comment on the Bioware forums to confirm it ever existed, at all.  Thankfully, not only does he document his journey, there's a Vault submission so you can take a look at where he arrived and examine the work.  Very useful.

Even if I don`t get around to modifying the models, I think some manner of general consensus on where the monster nodes should be linked to would be of benefit to the community.

It's pretty easy for a modeler to duplicate an existing P-Model to add monster nodes so I'd normally say "Dealer's Choice".  If you're talking about overwriting existing P-Models in an attempt to generally improve them, probably something like both eyes, maybe mouth, and left hand- something like that?  Right hand and chest (impact) are already covered, IIRC.
               
               

               


                     Modifié par OldTimeRadio, 27 janvier 2013 - 11:42 .