Hi folks,
since designing skill icons and GUI Style Progress in a good pace for me I decided to look at my own roadmap and there it was "Character Creation".
Character Creation itself is in my opinion one pillar of a game, especially in Online Games and there especially RPGs.
So I've been looking for some examples over the web (some sound quite promising but rather disappoint at the result) and I found I'd say the pinnacle of character creation (for now, along with Elder Scrolls partly and others) within an RPG (MMO) - Black Desert:
https://www.youtube.com/watch?v=4TP4L1vHfpk
Of course I do not aim to be at this quality but rather I want to know basic ideas how to approach this task on the right way. I mean maybe some of you already got knowledge about it, maybe some of you want to do the same. So I wanted to make a thread where we could gather some ideas (from programming side to artistic site).
Please note that I am neither a programmer nor an artist nor I have that much informations what Esenthel is capable of regarding meshes, and other things. The following ideas could be totally wrong or at least a bit right
Another point is: what I want to collect are ideas which are the way to the goal.
1. The Character - the product of the Character Creator
Basically what you get are custom data regarding hair color, etc. stored within a model. My approach here is to say "okay, you got the model you want to - save the settings in a database and connect it to your account. Whenever you login the settings of the character will be applied and generate the character model you created"
2. The Character Creator
2.1 Basic Deformation
The basic options for deforming in the mechanical way (yes, i am a mechanical engineer sorry for that =)) are translation and rotation. Another option would be scaling (defined x-y-z relation, for example z=2x, y=x means y behaves like x while scaling while z scales 2 times faster/more than x or respective y, and so on)
2.2 Character Models and Meshes
My approach here is to split the Model into different body parts, for example
Head
Body
Arms
Hands (maybe fingers?)
Legs
Feet
Within these parts you can freely move transform or scale. The only point here - and I am not really sure about this so correct me if I am wrong here - is that you have to define boundary values between two mesh parts.
For example arms and hands. The length of both (arm and hand) is not depended on each other while the transition area - the wrist - between both is important.
I mean you cant have an arm which is 0,5 x units thick while your hand and the wrist only have 0,17 x units thickness. Same goes for Head - Neck - Body, and such things.
I guess this would be the most difficult part to realize in the engine.
2.3 Esenthel's handling of meshes and such thing
This is the big questions for me right now. Does anybody know if construction a mesh with smaller parts of the mesh inside Esenthel?
I mean you can use the Skeleton as a general "skeleton" to say where each mesh part has to be but I am not really sure if that would work out that good.
That's it for now. I will add some pictures drawn by myself to improve this post. I hope the task is understandable and yeah... I'm looking forward to your input