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Real-time skinning or..?

Discussion in 'Scripting' started by Nihil688, Jun 13, 2019.

  1. Nihil688

    Nihil688

    Joined:
    Mar 12, 2013
    Posts:
    395
    Hello y'all
    I'm wondering how one would go about doing realtime skinning of armour on a body.
    I'm developing a game that's diablo like and trying to minimize the art effort.
    Say I want this result:


    basically because this has a lot of different body types from what I can tell the armour gets skinned on the body. I can't know whether they actually do realtime skinning but that would make more sense in order to have a realistic timeline.

    Maybe someone else has a better way?
     
  2. ensiferum888

    ensiferum888

    Joined:
    May 11, 2013
    Posts:
    265
    If the body types aren't too different from each other maybe blendshapes could handle it? That's how i fit the same clothes on different people in my game but the body types don't vary that much.
     
  3. Nihil688

    Nihil688

    Joined:
    Mar 12, 2013
    Posts:
    395
    Path of exile has pretty different body types. If it were similar body types then the same armour model would fit too.
    Also blend shapes would work I guess to show the deformation of the animation but isn't that also too much work? In the example they have 7 different body types
     
  4. Nihil688

    Nihil688

    Joined:
    Mar 12, 2013
    Posts:
    395