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MishkaVNorky2018-11-14 10:21:08
C++ / C#
MishkaVNorky, 2018-11-14 10:21:08

Character reskin, how best to implement?

It's not about minecraft skins. And complete ones.
Mobile game.
There is a character, it is divided into 4 parts: head, arms, legs, body.
Each part can change to another mesh. There is also a question of implementation. Designers made all parts and all skins in one FBX file. (since each part also needs a skeleton).
5bebcc18158a7965179311.png
That is, in the FBX file, each part (head, body) is a separate mesh.
Here I do not like the main thing is that this entire file hangs constantly in memory and creates a memory leak in the future. Especially if you add a lot of skins there, it will eat even more.
I thought about the implementation with separate meshes (fbx file each part), but here the problem, as the designers say, is that for each part (for example, the head) you will need to add the entire skeleton + with this method there were a problem of pivots. So that the head turns and turns properly.
Which exit? Who implemented?

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Konstantin Kitmanov, 2018-11-14
@k12th

It seems you need a skinned mesh renderer. Look at this video .

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