HeroEngine Forums

HeroEngine Support => Art & Art Pipeline => Animation => Topic started by: feredfn on Mar 29, 14, 08:47:42 AM

Title: NPC and Dynamic Character animation
Post by: feredfn on Mar 29, 14, 08:47:42 AM
Hi ,

What is best way to have 2 models which shares animations , one a ( for example ) human dynamic character and a human NPC without any parts and slots but with exact same animations with the dynamic character.

will the skeleton works just fine?
Title: Re: NPC and Dynamic Character animation
Post by: feredfn on Mar 30, 14, 08:37:50 AM
I've just found i can use whole animations if i create the npc model and skin it to the skeleton as a part just like all other parts.
Title: Re: NPC and Dynamic Character animation
Post by: HE-Cooper on Mar 30, 14, 02:15:55 PM
Right. A skeleton doesn't "know" anything about a mesh. It just moves based on an animation that has been authored for it. A mesh is skinned, or weighted to a skeleton, and "knows" nothing about a given animation just that the skeleton it is skinned to tells it to move or twist or deform.

Because of this. Many online games, for performance reasons only have a single biped skeleton for all characters and NPCs.

But that doesn't mean you couldn't have a single mesh work on 20 different skeletons. There traditionally just haven't been any reasons to.