RPG角色是如何制作的

发布于 2024-09-05 00:54:07 字数 267 浏览 6 评论 0原文

如果制作具有更换盔甲和衣服功能的RPG,是如何做到的? 我的意思是 3D 方面主要是

如果我制作普通角色,有平坦的衣服,那会很容易,只需更改纹理,但问题是关于盔甲,它有完全不同的模型。

那么是只有盔甲模型还是带有盔甲的角色模型呢? 如何导入到游戏引擎中,只有盔甲还是带有新盔甲的角色模型?

如果人在游戏中更换盔甲,游戏会更换孔模型还是仅更换盔甲部分?

如果只有盔甲部分,那么运动动画是如何完成的,盔甲模型是在 3D 程序中的角色上制作动画还是什么...:D

If RPG with the ability to change armors and clothes are made, how is it done?
I mean the 3d side mostly

If i make normal character, that has flat clothes, it would be easy, just change textures, but question is about armors, which have totally different models.

So are only armor models recreated or character model with armor?
How is it imported into game engine, only armor or character model with new armor?

If person changes armor in game, will game swap the hole model or only the armor part?

if only the armor part, then how the movement animations are done, are armor models animated on characters in 3d programs or what... :D

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心凉 2024-09-12 00:54:07

它称为 AttachToBone。
在您的建模应用程序中,您将能够制作一个骨架,这正是您所想象的 - 由骨骼组成但不包含物理模型数据的身体。然而,这个骨骼代表了角色所有可能的动画例程,例如行走、站立、攻击、在战斗中倒下等。

因此,建模者制作身体部位和部件,然后可以通过以下方式动态加载和组装:程序员正确的骨架。然后,程序员运行动画,所有部件都会根据骨架移动。这样,您只需要制作一个骨架和动画集并将其用于所有角色,而不是手动制作每个模型并单独为它们制作动画。

这就是角色创建工具的制作方式。人可以选择 BodyA 和 HeadB,然后程序会将模型分配给定义的骨架。制作动画后,软件将根据骨架的位置、旋转和比例移动模型的各个部分。

显然,分解的骨架和身体特征越多,为玩家装配模型就越复杂。但是,如果给定一个库存模型,您可以拿一把剑,告诉它将其安装到“右手”骨骼上,如果建模正确,那么剑将显示为角色模型的一部分并使用它进行动画处理。

尽管他们彼此分开。

It's called AttachToBone.
Within your modelling application, you'll be able to make a skeleton, which is exactly what you'll think it is - a body made up of bones but contains no physical model data. However, this iskeleton instead is a representation of all possible animation routines for your characters such as walking, standing, attacking, falling dead in battle, etc.

So, the modellers make body parts and pieces, which then can be dynamically loaded and assembled by the programmers to the correct skeleton bone. The programmers then run an animation, and all of the pieces move according to the skeleton. That way, you only need to make one skeleton and animation set and use it for all of your characters, instead of manually making each model and animating them separately and indivudally.

That is how character creation tools are made. The person can choose BodyA with HeadB, and the program will then assign the models to the defined skeleton bone. When animated, the software will then move the pieces of the models according to the position, rotation, and scale of the skeleton.

Obviously, the more you break down the skeleton and body features, the more complicated it is to rig the model for the player. However, if given a stock model, you can take a sword, tell it to mount it to the 'right-hand' bone, and if modelled correctly, the sword will then appear to be part of the character model and be animated with it.

Even though they were separate from each other.

因为看清所以看轻 2024-09-12 00:54:07

角色模型通常与装甲模型分开。动画并不能真正应用于静态装甲模型。当角色移动时,引擎只需适当地变换装甲即可继续将其显示在相对于角色的正确位置。

The character model is usually separate from the armor model. Animations don't really play into static armor models. When the character moves, the engine just has to transform the armor appropriately to continue to display it on the proper location relative to the character.

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