|
We're having unlockable outfits in our game, but the character is not customizable (so we don't need to worry about splitting the costumes into several pieces). So I'm thinking the best approach is to ask my animator to create a basic nude mesh of the character, rig and animate that, and export the animations as a separate FBX file. Then he can model each different outfit as a new character, saving them as individual FBX files using the nude model as the basic template. Does this sound like our best approach? I've seen a lot around the forums about storing all the costumes into one single FBX file and enable/disable each layer as needed, but this seems unnecessary and would result in a very large FBX file (especially as this is a mobile game). Maybe I'm missing something though?
(comments are locked)
|
|
In my game Voidkeepers I have one set of armor and use a material swap script. Have another script call whichever material you want to change to(put this on the object you want to change materials on.). See it in action here:Voidkeepers. I don't usually do this, but here's the script: That's ugly. Put them all in an array and use an index call.
Jun 25 '12 at 06:11 AM
Mizuho
(comments are locked)
|
