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Customized avatars ala SWG... how do they do it?

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How do you implement the ability to customize an avatars face and body mass to such a high degree like SWG? Does this require a basic mesh which is manipulated programatically? How do you know what vertices to manipulate, do you have to somehow name them? Is a lot of this hardcoded, or do you need to use some kind of ''area effect'' morphing on the vertices? Any advice appreciated. Thanks all! Rael

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Lots of textures mostly. The character''s shape is varied by scaling different parts of the model. The clothes are models that are attached to the character model.

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Do you have more details on how this is achieved technically? Especially on how this can be implemented to reduce performance impacts? Is it possible to maybe use some kind of morphing? Can you morph only selected vertices on a model (say for example just the nose)?



[edited by - raeldor on May 28, 2004 2:29:31 AM]

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