Jump to content
  • Advertisement
Sign in to follow this  
CasualProgrammer

Character Creation and Integration for Video Games

This topic is 701 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 have experience with concept design, modeling, and c++ programming.
What I am unsure of is the process from a finished model to a programmed 3D character that can be controlled by a user in a video game.

I am looking to create a portfolio project utilizing this entire pipeline project, and I am not able to find any forums that really touch on this topic.
If there is anyone who knows of a good forum post or has industry/personal experience in this process any advice would be excellent help.

Cheers!

Share this post


Link to post
Share on other sites
Advertisement

Have you tried searching "bone animation"?  Usually a 3D game with an avatar system has an animation library for the humanoid skeleton that underlies all characters.  Things like hair, capes, tails, or wings may have their own animations, but they have an anchor point or 2 or 3 where they attach to the character skeleton.

Share this post


Link to post
Share on other sites

Character Creation and Integration for Video Games

...What I am unsure of is the process from a finished model to a programmed 3D character...


Not a Game Design question. Moving.

Share this post


Link to post
Share on other sites

Have you tried searching "bone animation"?  Usually a 3D game with an avatar system has an animation library for the humanoid skeleton that underlies all characters.  Things like hair, capes, tails, or wings may have their own animations, but they have an anchor point or 2 or 3 where they attach to the character skeleton.

This is pretty spot on about how character models work.

 

Here's a general overview.

 

The way character models work is you first start off with the character mesh, then you rig it with a program. The idea is that you put a skeleton underneath for manipulating/deforming the mesh. Most modeling programs will have some sort of rigging capability. Then that rigged model is exported and put into the game engine. 

 

Game engines usually have some sort of library/functionality for working with bones/joints. This varies from engine to engine, and to answer this, it'll depend on what engine you're using. 

 

Hope this helps!

Edited by deltaKshatriya

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.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!