Equipment and hardpoints
Posted: 2012-07-13, 22:57
I've actually got questions on two topics, but they seem related enough to include in one post -
Equipment:
As I'm working on making an RPG, I'd like to be able to have equipment fill other "slots" on the character (helmet, body armor, boots, etc.) I noticed while reading through the docs that weapon models are created with the portion of the skeleton that they're attached to the pelvis through; is this all that would be needed to render other pieces of equipment? (For instance, a helmet would include the head and spine down to the pelvis?) If I include other body types, do I need to then develop alternate skeletons for all the weapons/equipment that it can use as well? I'll also need to figure out how to include this in the update frames...
Hardpoints:
This is intended to be a largely mech-focused game, and being able to customize players' vehicles is a major theme. I'm hoping to have the vehicles render with different weapons actually visible on the model. I'm also planning to use several different scales and form factors for the mechs, and later have other vehicle types as well - which means that building a skeleton that matches the weapon's potential wielders will become very cumbersome! (Even more so when a given weapon may be equipped in more than one "hardpoint"). I'm not very familiar with the models, and how the renderer handles them - is there a way for the renderer to attach a given weapon model to a particular "hardpoint"? Maybe attach to a particular bone in the vehicle model? Does the renderer even have an awareness of the positions of the bones? Does it make any difference if these weapons won't change while the vehicle entity is "active" on the field?
Equipment:
As I'm working on making an RPG, I'd like to be able to have equipment fill other "slots" on the character (helmet, body armor, boots, etc.) I noticed while reading through the docs that weapon models are created with the portion of the skeleton that they're attached to the pelvis through; is this all that would be needed to render other pieces of equipment? (For instance, a helmet would include the head and spine down to the pelvis?) If I include other body types, do I need to then develop alternate skeletons for all the weapons/equipment that it can use as well? I'll also need to figure out how to include this in the update frames...
Hardpoints:
This is intended to be a largely mech-focused game, and being able to customize players' vehicles is a major theme. I'm hoping to have the vehicles render with different weapons actually visible on the model. I'm also planning to use several different scales and form factors for the mechs, and later have other vehicle types as well - which means that building a skeleton that matches the weapon's potential wielders will become very cumbersome! (Even more so when a given weapon may be equipped in more than one "hardpoint"). I'm not very familiar with the models, and how the renderer handles them - is there a way for the renderer to attach a given weapon model to a particular "hardpoint"? Maybe attach to a particular bone in the vehicle model? Does the renderer even have an awareness of the positions of the bones? Does it make any difference if these weapons won't change while the vehicle entity is "active" on the field?