View Full Version : Dominators head, and hair?
WiseVisionary
12-26-2004, 04:17 PM
I am thinking of Dominators moving tentacles on the back of his head as an example.
What is the best and most memory effiecient way to create hair, headbands, or necklaces (moving parts) for UT characters in Maya?
WiseVisionary
12-30-2004, 06:18 AM
Is this forum no longer used?
WiseVisionary
01-02-2005, 04:24 PM
I know people looked at this. But nobody responds? Cloth?
Dorkorama
01-02-2005, 05:15 PM
Okay; a response just so you don't look like you're writing to yourself any longer.
You've touched upon what is likely the weakest part of content development; player models. The few that I have seen developed around here have been of rather static meshes, and often reuse the animation data from preexisting models. The only ways I can see to add hair would be to use animation from a model that already has floppy hair or to create new animation data.
The latter I have yet to see even explained, though I haven't looked through the UDN tutorials (http://udn.epicgames.com/Two/WebHome) specifically for such. (Red links are restricted to licensed developers; i.e. non-public.) I'd have to check, but I think one of the female Egyptian models may have aniamted hair.
King Mango
01-02-2005, 05:59 PM
I am pretty sure you do this just like any other anim. But you could take what I know about playermodels and fit it on a pinhead.
However, I am a half way decent problem solver;) What if you simply created a mesh of your intended "moving" part, give it a few bones/joints make it a karma model, then just have that spawned attached to a bone on your character?
WiseVisionary
02-28-2005, 12:56 PM
What if you simply created a mesh of your intended "moving" part, give it a few bones/joints make it a karma model, then just have that spawned attached to a bone on your character?
You make it sound so easy. I don't want the moving part to be part of my character? The moving part should be a separate file?
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