Docs:Creating character's model
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*There are no limitations for the number of triangles, but it's recommended to limit the number of triangles '''to 5000''' for the solid and stable game functioning. | *There are no limitations for the number of triangles, but it's recommended to limit the number of triangles '''to 5000''' for the solid and stable game functioning. | ||
*Character's 3D model mustn't contain bugs in geometry, texture stretches and long thin triangles (see [[Docs:Creating a scene in Maya#Exporting geometry from Maya|fixing bugs]] for more information). | *Character's 3D model mustn't contain bugs in geometry, texture stretches and long thin triangles (see [[Docs:Creating a scene in Maya#Exporting geometry from Maya|fixing bugs]] for more information). | ||
- | * | + | *The engine supports <code>texture's flip reverse</code>. |
- | [[image:Docs_maya_character_mirrortexture.jpg| | + | [[image:Docs_maya_character_mirrortexture.jpg|Texture's reflection|center|frame|Texture's flip reversed]] |
- | * | + | *The model must have UV coordinates, <code>XRay Shader</code> and smoothing groups. |
- | * | + | *Nullify all model <code>transformations</code> and delete <code>history</code> before binding it to the skeleton. |
- | * | + | *The model must contain one or more XRay Shader with the parameters indicated below, it's permitted using transparency, gloss and self-lights. Please see the description of available shaders in [[Docs:Creating a scene in Maya|"Creating a scene in Maya"]] section. |
- | [[image:Docs_maya_character_shader.jpg| | + | [[image:Docs_maya_character_shader.jpg|Basic XRay shader on character's 3D model|center|frame|Basic XRay shader on character's 3D model]] |
- | == | + | ==Creating and adjusting skeleton, skinning, restrictions== |
- | * | + | *In order to use animations from the game library, it's necessary to use the skeleton from SDK without changing anything |
- | [[image:Docs_maya_character_jointoutliner.jpg| | + | [[image:Docs_maya_character_jointoutliner.jpg|Character's skeleton used in the game|center|frame|Character's skeleton used in the game]] |
- | * | + | *Joints mustn't contain scale, rotate, transform before binding to 3D model |
- | * | + | *3D model must be bound to the skeleton with the use of Smooth Bind |
- | * | + | *There must be not more that 4 joints per one vertex |
- | == | + | ==Animation== |
- | * | + | *There are no restrictions for the animation. |
- | * | + | *All animations can be stored in one file with character's model. |
- | == | + | ==Model export== |
- | == | + | ==Animation export== |
- | == | + | ==Import to ActorEditor== |
- | == | + | ==Adjust character in ActorEditor== |
[[Category:MOD SDK official help|{{PAGENAME}}]] | [[Category:MOD SDK official help|{{PAGENAME}}]] | ||
[[ru:Docs:Создание модели персонажа]] | [[ru:Docs:Создание модели персонажа]] |
Revision as of 15:16, 6 June 2007
Contents |
Creating a model, restrictions
Creating character's 3D model and texture to it is not the subject of stated below.
There is enough information on the principles of creating a character in the Internet, we will get you acquainted with the restrictions and limitations of our engine.
Restrictions
- The character must be in the center of coordinate system (see example from SDK)
- Character's height must be within
1.6 – 2 meters
(as in the real life)
- There are no limitations for the number of triangles, but it's recommended to limit the number of triangles to 5000 for the solid and stable game functioning.
- Character's 3D model mustn't contain bugs in geometry, texture stretches and long thin triangles (see fixing bugs for more information).
- The engine supports
texture's flip reverse
.
- The model must have UV coordinates,
XRay Shader
and smoothing groups. - Nullify all model
transformations
and deletehistory
before binding it to the skeleton. - The model must contain one or more XRay Shader with the parameters indicated below, it's permitted using transparency, gloss and self-lights. Please see the description of available shaders in "Creating a scene in Maya" section.
Creating and adjusting skeleton, skinning, restrictions
- In order to use animations from the game library, it's necessary to use the skeleton from SDK without changing anything
- Joints mustn't contain scale, rotate, transform before binding to 3D model
- 3D model must be bound to the skeleton with the use of Smooth Bind
- There must be not more that 4 joints per one vertex
Animation
- There are no restrictions for the animation.
- All animations can be stored in one file with character's model.