Main Character Cape
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[background=rgb(245, 245, 245)]simple language.[/background][/font]
this really depends on the complexity of the cape, do you want full cloth simulation of the cape?, or just a simple static one.
my recommendation is to tell your modeler to simply attach the cape to the model, and to create both a caped/capeless model's which you can switch between as you need(unless you plan to permanently have a capped model, but this is really up to you.), a better approach is to simply "pair" the character/cape model, by offsetting the cape behind the character, or if done correctly in modeling, you should only have to draw the cape at the same spot of the model, and the vertices should already be offset to your model's dimensions.
a more advance system would to be to give your model "Attachment points", where items such as a cape/weapons should be attached, for example an attachment point for a cape would be at the back of your characters neck, but this would depend on how the cape is modeled compared to the character.
from their, if your fine with a static cape(or one that's potentially animated with the characters), you should be good to go. if you want full cloth simulation effects, well you'll have to start googling for some tutorials on doing real-time cloth simulation.
my recommendation is to tell your modeler to simply attach the cape to the model, and to create both a caped/capeless model's which you can switch between as you need(unless you plan to permanently have a capped model, but this is really up to you.), a better approach is to simply "pair" the character/cape model, by offsetting the cape behind the character, or if done correctly in modeling, you should only have to draw the cape at the same spot of the model, and the vertices should already be offset to your model's dimensions.
a more advance system would to be to give your model "Attachment points", where items such as a cape/weapons should be attached, for example an attachment point for a cape would be at the back of your characters neck, but this would depend on how the cape is modeled compared to the character.
from their, if your fine with a static cape(or one that's potentially animated with the characters), you should be good to go. if you want full cloth simulation effects, well you'll have to start googling for some tutorials on doing real-time cloth simulation.
http://nehe.gamedev.net/tutorial/flag_effect_(waving_texture)/16002/
Just play around with the math and u/v/a points.
Just play around with the math and u/v/a points.
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