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Author Topic: NPC and Dynamic Character animation  (Read 3083 times)

feredfn

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NPC and Dynamic Character animation
« 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?
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feredfn

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Re: NPC and Dynamic Character animation
« Reply #1 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.
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HE-Cooper

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Re: NPC and Dynamic Character animation
« Reply #2 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.
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