Docs:Creating character's model

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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)
Character's 3D model limitations
Character's 3D model limitations
  • 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.
Texture's flip reversed
Texture's flip reversed
  • The model must have UV coordinates, XRay Shader and smoothing groups.
  • Nullify all model transformations and delete history 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.
Basic XRay shader on character's 3D model
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
Character's skeleton used in the game
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

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