Artwork > Finished Works and Works in Progress

practicing skirt rig feat. Zoey

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fromsoysauce:
Wacky blend, ahh yes, I call that rig "the tree roots" as mentioned in the opening post. The first appearance of Zoey brooks used the same idea:


It's a faithful design that can yield very pretty flows of motion. But perhaps I should put this topic into context: I'm not trying to make the most detailed rig (the rig only should be detailed enough that it can solve clipping glitches), the rig I'm making is for a fighting game. When making a character with over 20 action packed animations, skirt-clipping happens to no end, and I find that it takes too much time to iron out the look using the tree-root rig. What's worse, there's no way to judge if any given sequence looks good or not until the skirt is rigged around the legs with that design. So I'm trying to find a design that leads to fast animation development speed.

@ Johnar, yea I like the idea of morph targets, but the are not compatible with U3D to my knowledge.

johnar:
I understand. Didn't realise about the gaming thing.  Good luck. I'm lost in your world. :D

wacky blend:
The gaming world of mesh has evolved to use the game engine and Direct X tech to make the models "seem" to be hires mesh. While high-resolution models are more appealing, they require more resources for storage and rendering. Faced with this trade off, you may choose to create one fixed, low-resolution version for distant views or fast motion, and a separate high-resolution version for close-ups or places where high visual appeal is critical. MRM (multi-resolution mesh) is one such example.

In order to accomplish you goal you may have to consider investing time to learn other 3D model programs. I am not saying that it would be implausible with Anim8or, just it would be like trying to design a fancy dress using a hand loom, needle and thread.

fromsoysauce:
Yea, or I could just keep with the retro PS2/GameCube era techniques.

cooldude234:

--- Quote from: wacky blend on April 18, 2013, 03:24:25 am ---The gaming world of mesh has evolved to use the game engine and Direct X tech

--- End quote ---
By Direct X tech you mean technology ripped off from OpenGL and implemented worse

Just wondering soysauce, does game maker allow you full control over you meshes and their individual vertices? Because if then you could just make a simple rope/cloth physics for the vertices that make up the skirt. Considering your going for a much lower poly count it wouldn't be too resource heavy.

PS if your still looking for some music for you game, drop me a line (pm me or something) and I'll get back to you.

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