Kris Posted December 12, 2012 Posted December 12, 2012 This relates to my post Does this interest anyone?. I intended to use morphs to handle things like breast size, but I was wondering on others thoughts on this. Morphs require multiple versions of each model. Bones do not, but will most likely not achieve results that match the morphs. What do reckon - morphs or bones? Or is there another approach I am missing?
Kris Posted December 27, 2012 Author Posted December 27, 2012 Didn't much in the way of input from this, but anyway. I gave bones a go. [video=dailymotion]http://www.dailymotion.com/video/k2NnQThJ6eTUDP3F9a8 Results were pretty good, scaling down anways... wasn't setup for scaling up
TDA Posted December 27, 2012 Posted December 27, 2012 This is interesting, but the main problem is - how to export morphs to the game (Skyrim for example). Another good thing would be to tie the fluids or particle animation, but just how it all exported.
Kris Posted December 28, 2012 Author Posted December 28, 2012 This is for a custom project, using the the Unreal Development Kit. For a while now, it has been setup to accept the FBX file format for a number of things. I don't think that includes particles though. UDN - FBX Morph Target Pipeline Even if it doesn't allow for that, there is a powerful particle editor built into the main editor. [video=youtube]
TDA Posted December 28, 2012 Posted December 28, 2012 Beautiful! Honestly can not understand why the global RPG games make for crappy engines and UE3 is not used.
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