I’ve been investigating to how to approach a character configurator and see plenty of tutorials with R3F but haven’t had any luck with babylon. I figured, could approach the problem via two ways:
swapping the meshes and materials individually however I’m a bit lost are how I would apply the skeleton to the merged mesh.
adding each style to a group depending on category and only rendering what mesh is flagged as true.
If anyone has any insight I would deeply appreciate it!
In my case, I am using two models as follows:
A. Skeleton model with skeleton and animations
B. pack of clothes, accessories, hair, etc. rigged with the same skeletal structure as model A.
do
clone() only the clothes you need from B’s pack. var clone = clothes[0].clone();(B’s cloth pack)
declare the parent of the cloned object as a transformNode corresponding to the skeleton structure of A. clone.parent = A.getChildTransformNodes()[2](rigged bone target to this)
skeleton is also defined as the skeleton of A. clone.skeleton = playerSkeleton(A’s skeleton)