Dress every human in the code-built base body and equipment
- Status
- In review
- Milestone
- First alpha test
- Area
- ClientCharacters
- Priority
- high
- Updated
Replace the Quaternius outfit parts in the client with the code-built base body, its equipment
models and the catalog's hand props, for players (offline and online), townsfolk, bandits, the
demo's villagers, --lineup and --crowd.
Built: the base body wears every worn item that has a model, all layers at once; what the
items cover is dropped before merging (coverage.json as types); one skinned mesh per class
(skin, hair, the rest) shared between characters in the same clothes; skin tone and hair colour
as material multipliers; the base body's own clips with measured locomotion speeds; prop models
in the fists (box meshes only as a fallback). Verified in captures of the demo, the lineup, the
cabin fight and Aquais online. Follow-up: body-variants.
Related
- #140Characters and gear built from code in Blender, retargeted to the game's clips
- #141Every creature gets a code-built low-poly 3D model
- Doc3D characters (code-built base body and equipment)
- ChangeEvery person in the world now wears what they actually wear: players, townsfolk, guards and bandits are the new code-built body dressed in the real model of each piece of clothing and armour, with the real weapon, tool or shield in their fist, instead of two placeholder outfits. Skin under clothes is no longer drawn, so a dressed character costs less than half the triangles it did.