Re: Impossible Ideas Thread [message #57415 is a reply to message #57411] |
Sat, 29 May 2010 21:17  |
 |
JohnDoe
Messages: 3007 Registered: October 2007
|
Retired
|
|
|
Alright, first you'd need a way to mount something. Use a cutscene to transform into a quadruped. The only quadruped I know of is the balverine, and even then it only has really, really fast quadruped animations, it walks around with biped animations though.
Then, you need a way to put the Hero on it. This is the first big problem. How do you get the Hero on it? The only way I can think of is to have the Hero set as a clothing item, but it would have to be a different model because it would need different bones, this means you'd have to do rigging which is difficult, especially for the Hero. But nevermind that, and let's say that somehow we were able to assign the Hero model to the horns (clothing item that's always worn by the Hero), have the transformed creature use the horns (I've not discovered how to do this yet) and have the horns only use the Hero mesh when the transformation is active (another thing that I don't think is possible). And let's say we can manage all that. We still have two other major problems.
How would you go about assigning clothes to the Hero and not the mounted creature? The mounted creature would have to have a different set of bones (at least named differently) and the animations would have to be edited to correspond with these new bones (this is actually possible). This would also be needed to keep the Hero from assuming the animations of whatever creature was being used, a problem that anyone who has ever done a mesh swap is familiar with. The Hero would have to have the same bones (at least, named the same) for the clothes to snap onto that, and there lies another problem - the Hero is a clothing item. Can clothes wear clothes? Will the clothes snap onto the bones of a clothing item? But forget all that, let's say we can pull all of that off.
The last big, major problem that would definitely prohibit mounts in this manner is this: managing to get the Hero to ride the mounted creature. Again, anyone with experience in mesh swaps would know, you swap the model and all you have is a creature model with facial hair and Hero clothes inside or around it. Depending on what mesh was swapped for the Hero's, the Hero clothes meshes will move but the swapped mesh won't (animations don't match bone names). This is related to the problem here, you would need animations that would hoist the Hero mesh up on the back of the mounted creature, and even if it's a singular pose, all it has to do is stay relative to a single point on the mounted creature's back, and there is nothing that can do that. What would happen is you'd have a Hero mesh sliding across the ground at the Scene-Root point of the balverine as it mad-dashes across the map on all fours.
|
|
|