Skinned Modeling
Modeling
Try to build models at the same
scale that they will be used at in game (1 unit = 1 meter).
- This may not be
practical for models animated by bones in Soft since bones are a
fixed size.
- Models can be rescaled when they are loaded in the meshviewer to
produce a god file.
In Soft the skin mesh should be the root
of the bone hierarchy.
- This isn't possible in Max. In Max the bone hierarchy should
be free floating, the exporter will attach it to the mesh.
Any Soft control nodes should be in
their own separate hierarchy.
The root's origin should coincide with the modeling
package's global origin.
- Directly below
the center of the model at ground level.
Mixings skins and sub objects should
be avoided if possible.
- If absolutely
necessary, sub objects should be slotted into the joint hierarchy.
Keep the number of bones to a minimum and
give them descriptive names.
- i.e.
spine0, spine1, shoulderR, upperarmR, lowerarmR, handR, etc.
The bones act like the sub objects
of a hierarchy, so the same naming convention rules apply.
- CP- for control points, HP- for hard points
- i.e. add
'_chunk' to the name of a joint that should be the root of an automatically created chunk.