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Question by marshall50 · May 26, 2012 at 08:13 AM · character3dsmaxcustomization

3D moles in customization

Ok, Bunny83 said me, that I should create a new question. Ok, here is it. I need help with character customization models. How can I do in customization changing mount, eyes, nose, and hairs, maybe skin collor and hair collor. Maybe I can do somethink, but I rather ask before start making. If someone have experience with this, help please. And Im using 3Ds max 2013...

Marshall.

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avatar image Berenger · May 27, 2012 at 02:56 PM 0
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I suppose in games like elder scrolls or mass effect it's done by morphing. Try finding a code doing that or do it yourself. For two meshes with same amount of vertices / indices, it's probably just a matter of lerps.

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Answer by whydoidoit · May 27, 2012 at 03:09 PM

What I've done is basically this:

  • Taken a basic model

  • added some clothes parented to the model. This can be tricky to do as you have to work through intersections on the models.

  • The clothes have no textures - see below. I use three basic shirts, 3 trousers/shorts, a dress etc.

  • Take the model into Unity.

  • Add a mixamo rig, with all of the clothing on, overlapping etc.

  • Parent mounting points to the skeleton in the rig for things the character will carry

  • Import animations separately and group them into the root,

  • Create a clothing class that knows which sub meshes to turn on and off for each piece of clothing - I then use these in categories for upper body, arms, lower body, feet. I also consider the body and the hair as clothing - this let's me make black, white and Asian characters.

  • The clothing class contains a colour to set the mesh material to and an optional texture.

  • Create a whole load of settings in each of these categories e.g. Hawaian shirt, black dress shirt, blue jeans, chinos etc, by creating instances of the clothing class.

  • Store the collection of selected classes as an outfit.

  • Dress the character by playing the relevant clothing classes against the model.

  • Allow the player to select a different item in each category - I use a dressing room with a mirror.

  • Parent carried items to the carry points added to the model

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avatar image marshall50 · May 27, 2012 at 03:19 PM 0
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Thank you, but its not basically what I was talkin about, i meant editing eyes, mount, hairs and nose in character creation. Clothing and armor will be in game. Like Berenger says, in Oblivion and $$anonymous$$ass Effect was made it with mesh morphing. But i read that unity doesnt support mesh morhping.. And if it does, there probably would be a problem with animations..

avatar image whydoidoit · May 27, 2012 at 03:25 PM 0
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Yeah sorry, well in that case I use $$anonymous$$egafiers to deform the mesh for those shapes. Available on the asset store. Again I'm letting the player change them though. So it's in game for me.

avatar image marshall50 · May 27, 2012 at 03:32 PM 0
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I was thinking about it and first idea how to easy make it was create a nose meshes and hairs meshes and then changin them while creation, eyes and mounths should be just a texture..

avatar image whydoidoit · May 27, 2012 at 03:42 PM 0
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Yes they should be separate meshes, and you can do a lot with textures and modifying material colors

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