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3 Dimensional Chat / Create-a-character?

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M00NSHiNE
21
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Joined: 4th Aug 2003
Location: England, UK
Posted: 15th Dec 2003 20:23
As you will most probably know these are becoming big in many games, eg Tony Hawks, wrestling and espeecially RPG's - so is it possible to have one but with all the features (not just change textures)?

Therefore could you scale the model to make it tall, short, fat etc and also change hairstyle models etc? Would it require a different model for each combo, or is there a way round it? and could there be a universal bone system, where a single bone skeleton is applied to all models? If not, are these due in U6?

ZEDWARE website coming soon... //END TRANSMISSION//
Arrow
22
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Joined: 1st Jan 2003
Location: United States
Posted: 15th Dec 2003 20:38
Yes it is possible, in fact I'm working on something along those lines in my free time.


I've lost 25lb playing Dance Dance Revolution, no really!
waffle
22
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Joined: 9th Sep 2002
Location: Western USA
Posted: 16th Dec 2003 09:09
that was supposd to be one of the main selling points of DX9.
Height Mapping of 3D models. The theory was to create a "basic" model with all animation, then by simply changing the height map and applying the new texture you have a completely new model without all the extra work. But, I haven't actually seen anyone really try this for DB. Be nice though to see it demonstrated.

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M00NSHiNE
21
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Joined: 4th Aug 2003
Location: England, UK
Posted: 16th Dec 2003 10:45
Id love to know how to actually do it, but does DPro have access to the DX9 feature? I also wanted to be able to adjust limb scale, for example so you could make biceps wider, chests wider, noses stick out further.....that would probably require some pretty in depth vertex control...

ZEDWARE website coming soon... //END TRANSMISSION//
arras
22
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Joined: 3rd Feb 2003
Location: Slovakia
Posted: 17th Dec 2003 10:34
As much as I know you can do it only useing memblocks ...not an easy way but surely possible. Memblocks give you control of each vertex of model.
M00NSHiNE
21
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Joined: 4th Aug 2003
Location: England, UK
Posted: 17th Dec 2003 10:39
Thats a good start...if U6 gives greater vertex control, a new model file could be saved out...

Just a case of putting animation into the model....if you could import a bone skeleton for a model then it would work... or the original bone system for the model shold still work as the verts are assigned to the same bones, theyve just been scaled and moved a little.

ZEDWARE website coming soon... //END TRANSMISSION//
DevilLiger
21
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Joined: 21st Nov 2003
Location: Fresno,CA,USA
Posted: 24th Dec 2003 10:29
cool, i always wanted to know about this. I always wanted to ask this question but was too shy im glad moonshine asked first. if it were possible under db pro is it possible with DBC? I have DX9 installed already though. so it is possible on DB Pro right?
DevilLiger
21
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Joined: 21st Nov 2003
Location: Fresno,CA,USA
Posted: 26th Dec 2003 10:08
it would be cool if someone can use this idea for their rpg game or somethin'. No one's not replying....I guess i should wait a few more days.
3d gamemaker qustions
21
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Joined: 13th Jan 2004
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Posted: 13th Jan 2004 10:42
hmmmmmmmmmmm. not a bad idea .,,, not bad at all.
boy , a newbee can sure get alot of info here.
lets see , creating your own character, chreating yourown world.,
reminds me of a game for ps2& an anime.
arras
22
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Joined: 3rd Feb 2003
Location: Slovakia
Posted: 13th Jan 2004 11:44
Well that way its not possible since you cant build skelet for mesh in DB/DBpro. You can do it only with limbed models ...you have to change each limb separately and then build your model limb by limb.

I want to go for compromise in my project, I will made seweral models of body with diferent clothes and shapes (thin, thick, tall, small) and seweral models of diferent heads. Then I let AI or player to combine them. Body and head of character will be separate objects but that should not be such a problem.

You could made each part of body separate object but that would be a lot of hard coding I think ...but surely would be possible.
...you would build and animate your character like usual and then breake it to parts, making sure each part have same animation frames like rest of them. Then you put it together in DBpro object by object and play the same frames of animation at all objects (body parts) at same time.

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