Q.
I want to know about the functions for changing the character’s skin, i.e., costumes or weapons.
A.
When it comes to replacing a character’s skin, you should choose an approach that suits the type of character you want to implement, the animation, and the nature of your project.
1. The easiest way is to replace the image of meshes.
This method is effective if the shape or size of the clothing or item to be replaced is similar.
How to replace a character’s image using a script is covered in the following manual.
https://rainyrizzle.github.io/en/AdvancedManual/AD_CharacterCostume.html
If the number of images being replaced is small, you can also use the “Extra Option” method.
https://rainyrizzle.github.io/en/AdvancedManual/AD_ExtraOption.html
2. The second method is to use “Synchronization”.
This method creates the “character body” and “costume” as separate objects, and makes them move as if they were one character during the game.
The synchronization targets are “bones”, “control parameters”, and “animation”.
If the “character body” and “costume” have different bone structures and the animation and control parameters are the same, the method described in the following manual will be helpful.
https://rainyrizzle.github.io/en/AdvancedManual/AD_SynchronizeWithOthers.html
If the “character body” and “costume” have a common bone structure, the method of synchronizing the “bones” is effective.
This method can reduce the amount of work since the “costume” character does not need to be animated.
https://rainyrizzle.github.io/en/AdvancedManual/AD_SyncBonesToChangeCostumes.html
In the synchronous mode, two objects must be rendered overlapping each other, so the rendering order of the meshes must be changed.
The following manual covers the process of solving this problem.
https://rainyrizzle.github.io/en/AdvancedManual/AD_SortingOrderInAttachMesh.html
3. The last method is to use “Socket”.
This method is good for expressing “attached accessories”.
When attaching an accessory object that is made separately from the character to a specific location on the bone or mesh, the “Socket” option is used, which has the advantage of being simple to implement.
https://rainyrizzle.github.io/en/AdvancedManual/AD_Socket.html
Changing a character’s outfit can vary greatly in terms of the amount of work and the range of expressions you can make, depending on the method you use.
We recommend prototyping first and deciding before you start creating resources in earnest.
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