Lots of interesting responses! I should have been clearer in my original post, though.
I'm trying to find the least-intrusive, least-complicated way to add a skin mesh body (neck or chest on down) to the PC while still allowing for dynamic heads and maybe heads and hair, if I attach heads to the neck model. For discussion's sake, though, I'll just leave it at head and body meshes.
Using a
non-dynamic appearance won't work for what I'd like to do because...it's non-dynamic. To get the variety (outside of envmap or VFX tricks, etc.) of dynamic models with non-dynamic models requires a prohibitive amount of data, most of which is redundant in comparison to a dynamic model.
Using a
robe is much better because I can now mix and match my skin mesh body with my head and I don't have to generate all the possible combinations like I would with a non-dynamic model approach. The only problem is that it eats into an armor slot, which is more obtrusive than I'd like. I would like it to eat no armor slots.
There's nothing "wrong" with either of those two methods. They're just the wrong tool for the job if the job, specifically, is creating an unobtrusive (don't eat an armor slot) skin mesh body on PC which you want to have dynamic heads for. Late yesterday I did find an article in the
Omnibus which I'd overlooked because of the misleading title, called "Scaling within NWN" and which makes me think that mostly mimicing the way DLA horses is the best it's going to get. Maybe.
Unless someone can think of a better approach for getting the skin mesh body onto the player which still allows for dynamic heads and doesn't use an armor slot? Let me know your ideas if you can!@ Rolo Kipp - Never even thought of that, great idea! I think the farthest I ever got thinking along those lines was something like the claw attachment on the lizardman I did for the last CC challenge.
@Rubies - Thank you for the offer! I'm really just trying to focus on how far I can get with a 14/15 bone skin mesh model (won't include belt as a bone, optionally includes neck as one). I'm also trying to stick as close as I can to the existing framework, skeleton-wise. Not really out of love, but necessity and compatibility.
@S E N - Hopefully my explanation clears up why I'm trying to avoid robes. Nothing wrong with the concept, it's just the limition of using up an armor slot I'm just being picky to start with and see how much I have to yield to the game engine.
...but even if it doesnt, the idea of having skinmeshed bodies that can be overridden by skinmeshed robes sounds cool: you can even try something with nwn2 models, thats the same split body/head/hairs/eyes.
Something in that ballpark is my hope. I'm a fan of creative scavenging so
kitbashing together armor from one source, body meshes from another, etc. is not just an option, it's my main focus.
@OldMansBeard - Your project sounds interesting and I'd also like to toss on my request for screenshots or, really, video based on what I imagine you're doing. Bones, skin mesh are done through vertex programs and so even what most think of as "very complex" models, bone-wise, seem to play very nicely as those calculations take place on the GPU. If you click on the white X in my signature line (or
here) that will bring you to my XFire videos page. I uncovered some interesting though esoteric behavior regarding the bone limit in NWN, and those videos start with either "52 bones" or "53 bones" and run, chronologically, from lower right to upper left. As far as seams on skin meshes go, you might look into the phrase "average normals" on Google. I haven't had time to play with it much, myself, but it seems promising and has apparently been used for some time to address that issue.
Thank you for the information and it's nice to see someone else also working to get us out of "the sticks".
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@Heneusa - Since any solution would supermodel into a_ba, it shouldn't really have much of an impact. At worst, it would require duplicating 14 or so *_g bones (that make up the body, sans belt and starting at the neck or below) in any of the animations. The duplication of those bones is necessary if I can't come up with a way to get skin mesh using dynamic bones to play more nicely. I don't have many more tricks to try, but at least one more I haven't used yet. Seeing what I'm trying to do, if you have any suggestions to make it more efficient, now's the time they would be the most helpful.
@Nostrebor - Yes, as tails can use PLT.
Though you wouldn't necessarily be required to use them.
Modifié par OldTimeRadio, 05 décembre 2011 - 03:32 .