Modular Characters - Swapping out armor, clothing and body parts

I felt like I lacked an overall understanding, so I analyzed good models. I hope this analysis helps you

A model = adventurer(skeleton, mesh-skeleton, animation-skeleton)

All of the model’s animations were bound by the skeleton.

Therefore, it can be seen that there is no problem even if a transformnode other than the bound bone structure is deleted or transformed in the parent relationship. (In the case of a specific binding structure, the corresponding parent must also be maintained.)

B model = humanoid-skeleton(animation-key frame, transfromNodes-key frame)

The transform node that looks like a skeleton actually has no skeleton and has animation consisting of key-frames of the transform.

So, if you have a player as the B model,
By binding the clothes to be customized to exactly match the transform, you will get matching results when running the key-frame animation.

ex PG

C model = witch-legs(skeleton(different structure in A model skeleton),mesh-skeleton)

The C model has a mesh bound to the skeleton without animation.
However, since the bone structure of the model is different from model A (it is expected to be different from model B, which is assumed to have bones), animation at an incorrect position will occur as shown in the following PG.

ex PG

As a result

  1. Add skeleton to model B and create animation bound to it
  2. Mesh bound to model C with a skeleton matching model B
  3. The skeleton of the custom mesh of the C model is designated as the skeleton of the B model, and the parent is also declared as a substructure of the B model.
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