Best way to cloth a character?

Blitz3D Forums/Blitz3D Programming/Best way to cloth a character?

andy_mc(Posted 2007) [#1]
I'm starting work on an rpg game and have the following question:

How should I go about adding clothing to characters? I'm looking at using the typical RPG formula of having chracters wearing basic underwear to start then adding clothing as and when they buy/find it. How do I handle this from a 3D point of view. Do I need a seperate animated mesh for each piece of clothing on the character or can I add clothing to the chracter with the character being the parent entity?


Naughty Alien(Posted 2007) [#2]
if you use 3D Studio MAX you can use cloth modifier nicely and export your character as MD2..


andy_mc(Posted 2007) [#3]
no,

I meant, how do I put different pieces of clothing on characters in teh way that say "warcraft" does and then use the same animation frames in the game.

e.g. my character will be done in maya and fully animated wearing say underwear and a vest, then ingame, he will put on different pieces of clothing and carry on moving around, so how do I attach the new pieces of clothing to him, such as shoulder pads, helmets, armoured trousers etc and not have to build a mesh for every single combination of clothin he could wear?


Naughty Alien(Posted 2007) [#4]
load both, character and cloth on to proper position and then parent one to another one..EntityParent should do job


andy_mc(Posted 2007) [#5]
so if I set the hand armour on a character as a child entity to the character, will the hand armour stay attached to the characters hand when he moves?


Leto(Posted 2007) [#6]
telesto, yes I believe if you set a hand bone to be the parent of a glove mesh (and position the glove properly) then the glove will move exactly with the hand.

I've been thinking about this lately too but what I don't know is how you would do clothing mesh bending. E.g. you put pants on your character - the pants will move with the legs but they wouldn't bend at all??

Maybe you'd need to rig the pants too and parent each bone to the corresponding character's bones...


puki(Posted 2007) [#7]
I'm starting work on an rpg game...


Well, if you are designing characters - you may as well do some for me too - we could share them which would save you doing separate ones for me.

Have you got any screenshots of any of your work - I am looking for as close to AAA as possible to go with my current geometry.


ICECAP(Posted 2007) [#8]
The problem with parenting is that supposing you have a shirt and the arms need to bend? Or maybe a chest piece that needs to fold forward when the character bends down to pick something up?

I have thought about this and the solution i came up with is model all the different sorts of clothes on the person but keep them as separate meshes, make sure you hook them up to your animated bones using skin (if you use 3D Studio), then export your character, making sure that all the items of clothing/amour are named so you'll remember them.
Export it, load it into b3d and then hideentity all the clothes you don't want to be on your character.

I havnt tried this method, but it sounds like it would work. :)

It would also solve the problem of loading lots of animated b3d files into your game, which slows it down tonnes.


b32(Posted 2007) [#9]
And how about using LoadAnimSeq() to apply the same animations that are applied to the character to the clothes ?


andy_mc(Posted 2007) [#10]
uh puki, this would be the first game I did any designs for, am I'm a rubbish artist, so I wouldn't hold your breath for good looking work from me.... :-)

Best bet is to wait a few months for me get my head round teh basics of 3D modelling and UV mapping then see what I post.

I'm no professional at this by any means.