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onfu

more noob questions regarding the way game engines handle character animations

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I'm working on a character that's made of several separate parts. I'm assuming it's not possible to send it to a game engine in this state, but would like to check anyway. If I were rigging this character for cinematics, or for anything else other than game dev, I would parent all of its separate pieces to the skeleton instead of binding the skin (this is a robot character) to give it a more rigid look. I would also do a separate UV map for each piece. I'd say this would be impossible for a game engine to handle though? It's going to be more work to combine all the parts into a single mesh if I do that, so is it necessary? I hope that made sense... Thanks

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That should be possible for most game engines to handle; it will just run slower.

Typically, you want all of the pieces to share a single UV map (and thus a single texture); that'll make your engine a little happier.

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You can do standar skeletal animation for a robot. You just have to severely limit the influence from matrices. That is, a single vertex is affected only by one matrix. Then you are in the same situation.

Luck!
Guimo

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Do you mean run slower from the texture reasons alone?

The peices can still share one map, (as in one texture file), might be a little harder to coordinate on my part when doing the UVs, but the separate meshes just need their own real-estate in the one file. I wasn't sure if the typical game engine would be able to handle that kind of set up though.

I really don't know how everything get's interperated at that stage...I need to give some one an animated model to play around with I guess.

Thanks

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Yeah I know I can bind it and paint the skin weights so that there's no shared influence, but it's a fair bit more effort that parenting things to the skeleton. I'm just trying to find the easiest approach.

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