I ask a question about the model rather than panda.
There is a actor such as a woman, she has some animations.
So how to make her clothes? They are models or Actors? When the woman walk ,her beautiful dress will “walk”, too.
I know I will do the clothes such as: clothes.reparentTo(the woman’s body), then the clothes’ pos and hpr will follow her body.
For example: the glove on her hand. Because there are bones in hand, so what about gloves?
I suppose it might depend on if you want to dynamically change the clothes in game. If not, then you could just include the clothes as part of the 3D model.
thats right. in most games clothing are part of the actor’s animation. they are “baked” into the actors movement.
however it IS possible to have them dynamic. this involves cloth simulation. a comparebly processor intensive thing. try to search the forum for physx.
you need a physic engine supporting cloth simulation. otherwise you can only bake them into good old animations.
Even if the character needs to change her clothes dynamically, you might still be better off baking them into the model. You can bake all the possible clothes in, and hide or show the particular clothes she is wearing. The other solution would be to have each set of clothes in a separate, animated model; and use multipart actors to attach them to the original actor when needed.
The first solution: baking all the clothes(spring,summer,autumn)into the actor’s model, when actor is walking, could the trousers walking/bending with the leg?
Does it mean that the trousers and the leg use a same boneSystem?
I cann’t understand the “baking” well.
It seems that there are two models, one is the man(Actor) and another is the clothes(Model or Actor). And the clothes can animation follow the man.
So I think that clothes should be a Actor rather than model(bcz model cann’t animate), and the clothes should have a bone system as the same as the man.
The much easier way is to make only one Actor, a man with his clothes. There is only one bone system necessary. That one bone system animates the flesh and the clothes together.
That is to say, model the man wearing clothes. It’s just the way you make the model. If the man has two different sets of clothes he can wear, put both of them on the same model. One of them will be invisible; you can decide at runtime which one that is. If the man has many different sets of clothes he can wear, put all of them on the same model.
It’s not the only way to do it, but it’s certainly the simplest way.