This is mostly just for people who are actively working on this sort of thing and probably not so interesting to anyone else. Even then...(lol!)
Since I started this thread I've tried every way to attach skin mesh to a PC that I can think of. And while the goal is an improvement of some sort over the existing bodies we have, during the work I wound up rolling the problem around in my head and looking at it from different angles. Just identifying what the problem was, was interesting, because it's really multiple problems and/or multiple goals.
All the stuff about dynamic armor and the ancillary issues of dynamic hair etc., aside, there's really a simple issue at the heart of all this, which is the Wooden Puppet Blues. They're caused because the individual armor/body parts of a model are shaded independently of each other. So, when a forearm is shaded, the engine knows nothing about having a hand attached or being attached to the bicep. It just knows to shade the forearm model. And because of the shading system, the darkest part of the bicep enters into the brightest part of the forearm and so on..
To wit:
You can get around this by using flat shading for all your areas, which is a terrible idea, or you could set the model to render in such a way that the shading doesn't affect it, such as I describe above. Problem with this is that you wind up essentially making your model self-illuminating to blast away the shading, and that's not really much of a solution, either.
If anyone knows how to selectively turn off the shading for a model
without causing it to become brighter, please post it! Because that little trick, alone, could make most of the worst of the Wooden Puppet Blues go away, right there.
So the idea goes that doing the whole model (or as much as possible) as one solid skin mesh will result in even shading over the whole model or at least prevent the wooden puppet blues. And that's true but the shading still highlights even the tiniest differences in a skin mesh.
Here are some experiments (which will hopefull move to WIP status soon) being displayed in the same unflattering lighting conditions. Heads are the only normal geometry. The neck on down, everything below the head, is skin mesh:
So it gets better, but there are still issues. By no means are these done but the female has much more work put into her skin weighting and even then, look at the shading between the pelvis and the thigh. I'm not saying these are paragons of anything, so someone can probably do better- but these are what I'm working with now.
These bodies are very low-poly. I think they're both almost exactly 1.5k faces each and at least for the male the individual part-based geometry is around 500 faces. So pretty much 3x the faces.
A reasonable question to ask is "Is it worth it?", then. I think it is. Technically, I could make a case that these robes actually run faster than their part-based counterparts, even at 3x the faces. But the main thing is it cures most of the Wooden Puppet Blues and things like that nightmarish shading between the torso and the pelvis.
But you give up dangly boobs and dangly boobs are not inconsequential, IMO.
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Interestingly, out of all the approaches I tried, doing a full creature appearance where the skin is baked into the creature model itself gave the best result, though it too lost use of dangly. No PLT either but things like the mythical head-tracking while in a skin mesh worked fine. I would say OldMansBeard's approach, while seemingly limited, does have an awful lot going for it, especially with his purported enhancements to the bones, bringing back something like dangly for hair and breasts.
Having come to the conclusions I have, it's difficult to imagine a world where I do these as anything but robes. The compatibility is high, whereas other approaches seem to run into roadblock after roadblock and also require what is probably a full re-do of the entire armor system. Not saying it's not do-able, because I've seen enough to believe that it technically is. It's just the tradeoffs. At least that's the way I'm looking at it, today. The tradeoffs along the way seem to have eaten at the usefulness of the dynamic armor/skin mesh idea to the point that I look at robes and they look like a better deal. Again, that's just my arithmetic.
Modifié par OldTimeRadio, 05 février 2013 - 05:38 .