Skinned Modeling.txt
Posted: Thu Apr 28, 2011 1:13 pm
Skinned Modeling
Modeling
Try to build models at the same scale that they will be used at in game (1 unit = 1 meter).
This may not be practical for models animated by bones in Soft since bones are a fixed size.
Models can be rescaled when they are loaded in the meshviewer to produce a god file.
In Soft the skin mesh should be the root of the bone hierarchy.
This isn't possible in Max. In Max the bone hierarchy should be free floating, the exporter will attach it to the mesh.
Any Soft control nodes should be in their own separate hierarchy.
The root's origin should coincide with the modeling package's global origin.
Directly below the center of the model at ground level.
Mixings skins and sub objects should be avoided if possible.
If absolutely necessary, sub objects should be slotted into the joint hierarchy.
Keep the number of bones to a minimum and give them descriptive names.
i.e. spine0, spine1, shoulderR, upperarmR, lowerarmR, handR, etc.
The bones act like the sub objects of a hierarchy, so the same naming convention rules apply.
CP- for control points, HP- for hard points
i.e. add '_chunk' to the name of a joint that should be the root of an automatically created chunk
Regards SUB-0
Modeling
Try to build models at the same scale that they will be used at in game (1 unit = 1 meter).
This may not be practical for models animated by bones in Soft since bones are a fixed size.
Models can be rescaled when they are loaded in the meshviewer to produce a god file.
In Soft the skin mesh should be the root of the bone hierarchy.
This isn't possible in Max. In Max the bone hierarchy should be free floating, the exporter will attach it to the mesh.
Any Soft control nodes should be in their own separate hierarchy.
The root's origin should coincide with the modeling package's global origin.
Directly below the center of the model at ground level.
Mixings skins and sub objects should be avoided if possible.
If absolutely necessary, sub objects should be slotted into the joint hierarchy.
Keep the number of bones to a minimum and give them descriptive names.
i.e. spine0, spine1, shoulderR, upperarmR, lowerarmR, handR, etc.
The bones act like the sub objects of a hierarchy, so the same naming convention rules apply.
CP- for control points, HP- for hard points
i.e. add '_chunk' to the name of a joint that should be the root of an automatically created chunk
Regards SUB-0