Docs:Creating character's model
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Creating a model, restrictions
Creating character's 3D model and texture to it is not the subject of stated below.
There is enough information on the principles of creating a character in the Internet, we will get you acquainted with the restrictions and limitations of our engine.
Restrictions
- The character must be in the center of coordinate system (see example from SDK)
- Character's height must be within
1.6 – 2 meters
(as in the real life)
- There are no limitations for the number of triangles, but it's recommended to limit the number of triangles to 5000 for the solid and stable game functioning.
- Character's 3D model mustn't contain bugs in geometry, texture stretches and long thin triangles (see fixing bugs for more information).
- The engine supports
texture's flip reverse
.
- The model must have UV coordinates,
XRay Shader
and smoothing groups. - Nullify all model
transformations
and deletehistory
before binding it to the skeleton. - The model must contain one or more XRay Shader with the parameters indicated below, it's permitted using transparency, gloss and self-lights. Please see the description of available shaders in "Creating a scene in Maya" section.
Creating and adjusting skeleton, skinning, restrictions
- In order to use animations from the game library, it's necessary to use the skeleton from SDK without changing anything
- Joints mustn't contain scale, rotate, transform before binding to 3D model
- 3D model must be bound to the skeleton with the use of Smooth Bind
- There must be not more that 4 joints per one vertex
Animation
- There are no restrictions for the animation.
- All animations can be stored in one file with character's model.