getting a cast of character models for a game?
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Beyond that, I can't think of an easier way to do it. There are tools like MakeHuman that lets you control body shapes pretty easy, but it isn't really set up for anime proportioned characters. There is probably at least one "character set" that you can buy with a multitude of anime models, but it is going to be really expensive.
Boronow - Yeah, this is what we're working on right now, we took the art of our whole cast of characters, picked the most average character, and are currently doing a blueprint for an undetailed humanoid with those anatomical proportions.
Anyone have any suggestions/tips for software, file formats, rigging and animating? Is there a diagram of a standard humanoid layout for bones and joints floating around the internet somewhere? We're looking for something like the set-up used in Sims2 (with an additional joint at the ball of the foot, they had very unrealistic doll-like feet).
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
It looks like you've got some neat character designs. Slapping a generic cycle on all of them isn't worth the time it will save, IMO.
If your modeler/animator has access to one of the more powerfull 3D Dev tools (Max Maya) he will be able to streamline the process of animation a fair bit. I'll talk about max.
- Firstly it doesn't take much effort to rig a standard biped, assuming character studio is installed. If not it takes longer, but still do-able.
- Next, create your range of animations to fit an average model.
- There is no getting around having to rig each model individualy.
At this stage, you can either look to the programmers to 'apply' the generic animations to all bipeds, or go with a little more detail...
- In max you can use animation modifiers (controllers), to quickly make unrestricted changes to animations based on any number of inputs. So for your cat like biped you should be able to make a generic change to all her animation sequences to make her posture more cat like, througout all of them.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.