I’ve gotten to the part of creating my game that I’m actually schooled in, the art. I decided to throw myself right in the fire and make the most complicated pieces of art first, the actors. Since my game takes place in a school, I’m planning on having 2 base body shapes, one for male kids and one for female kids, and then modifying that base appearance with various normal maps to add necessary details. However, that really won’t do for making different hairstyles.
Since the kids will be viewed from a distance most of the time, I need to rely on coloration and hairstyle to help the player differentiate between them. That means I need to have a library with a good variety of noticeably different hairstyles.
To achieve this, I was planning on having the hair be separate models from the base bodies. That way I’m not loading redundant bodies for each hairstyle. (I’m assuming that if an egg contained some of the same data as another egg, but the two eggs had different names and some different components, Panda3D wouldn’t recognize it and would fully load both eggs. I know I wouldn’t put that level of data optimization into an engine.)
To make this work I was planning on using the multi-part actors I discovered in the manual. My plan is to make a file in my modeling/animating software that contains all the animations for the base body (one file for each base body) and convert that to an egg. Then I’ll go through and add hair objects to that file, in each case deleting everything except the “head” joint or whatever I call it so that the hair has an appropriate joint to glue to.
Does this sound like a good plan? Also, should I leave any animation I apply to the “head” joint in the hair file, or would I only need it in the body file?