Jump to content
  • Advertisement
Sign in to follow this  
nkoranda

Character Creation (UO Like)

This topic is 4724 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I am curious about one aspect of games such as Ultima Online. How are they drawing the character? Specifically in UO you can add clothes and weapons to the character to personalize it. Do they create separate items (clothes, hats, boots, weapons) and then graphically overlay them based on what they are wearing to make each character? I am trying to learn about game programming and havent seen any material on this. Most of it is sprite based animations where each action requires frames to animate them. All of them are non-dynamic, meaning you could simply put on a robe and change the characters look. Any thoughts would be great to know. Thanks Nick Koranda

Share this post


Link to post
Share on other sites
Advertisement
Quote:
Original post by nkoranda
Do they create separate items (clothes, hats, boots, weapons) and then graphically overlay them based on what they are wearing to make each character?


Yes, thats what they do, the paperdoll is called paperdoll because just like paperdolls, what they do is place different layers of images on top of eachother, each layer has a value to figure out if it should be drawn or not, for example lets say robes have layer value 5, and pants have layer value 4, thus, if you're wearing a robe, you dont need to draw the pants.

In 2D, they had to draw every single frame of animation for each piece of cloth, on 3D, they just use the skeletal animation afecting the clothes points.

Share this post


Link to post
Share on other sites
Quote:
Original post by Kwizatz
Quote:
Original post by nkoranda
Do they create separate items (clothes, hats, boots, weapons) and then graphically overlay them based on what they are wearing to make each character?


Yes, thats what they do, the paperdoll is called paperdoll because just like paperdolls, what they do is place different layers of images on top of eachother, each layer has a value to figure out if it should be drawn or not, for example lets say robes have layer value 5, and pants have layer value 4, thus, if you're wearing a robe, you dont need to draw the pants.

In 2D, they had to draw every single frame of animation for each piece of cloth, on 3D, they just use the skeletal animation afecting the clothes points.


Just to expand on what Kwizatz touched upon with regards to the 3D methods:
the term is referred to as "Segmented Models". When the artists create the models, they have multiple pieces of clothes and armor for each body part that's able to wear different articles of clothing. However, they use the same skeleton for everything, so they don't have to create multiple rigs and animations.

On the programming side, each segmented model would have values of some kind which would allow the code to index to the correct segment of clothing, and the rendering system renders the proper segments. Quite an ingenius idea.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!