[size=2]I want to make models formy game based off a set of parameters. I want the model to be completely fromthe parameters without creating a model in a standard modeling program andchanging it with parameters.
[size=2]The parameters will changein game so the creation will constantly be changing. I've looked at differentmodeling techniques, but I don’t know if I could use them.
[size=2]For instance this documentlink on page 3 shows a similar type of modeling based on polygon mesh changing off theset of data. They also mention that using Metaballs or Constructive SolidGeometry would also work. I’ve looked attechniques like sweeping, turtle geometry in Elicia, zSpheres, and the languageHyperfun.
However I don’t know which is ideal, or how to implementthem. How would I go about making parameterized models?[size=2] Will I have to create some new type of modeling format orconverter to get the results I want, or is there something that would work?
How to make fully parametric models that change in-game?
Procedural modeling (even restricted versions of it) is hard to get 'right'. You can surely use something similar to MakeHuman and get a decent result, but it'll hardly be usable once you get into complex interactions.
Why do you want to do this is the more pertinent question? It'll be very hard to get right and will likely become a huge compromise on the quality of the generated model. Maybe I'm misunderstanding what you mean by 'changing it with parameters'? In my mind, what you are talking about is this.
As a general rule of thumb: the more complex the desired output is, the harder it is to procure. This is especially true when it comes to modeling/animating objects without involving a human hand -- we can make accurate mathematical models for basic human anatomy, plants and trees but it becomes harder when you want 'OGRE, five meters tall, wears giant club'.
A modeling format is hardly relevant, is it? Any modeling format is just a container for a list of vertexes, bones and transforms -- nothing too complex about that; not in comparison to what you want to do (if I understood your post correctly that is).
Why do you want to do this is the more pertinent question? It'll be very hard to get right and will likely become a huge compromise on the quality of the generated model. Maybe I'm misunderstanding what you mean by 'changing it with parameters'? In my mind, what you are talking about is this.
As a general rule of thumb: the more complex the desired output is, the harder it is to procure. This is especially true when it comes to modeling/animating objects without involving a human hand -- we can make accurate mathematical models for basic human anatomy, plants and trees but it becomes harder when you want 'OGRE, five meters tall, wears giant club'.
A modeling format is hardly relevant, is it? Any modeling format is just a container for a list of vertexes, bones and transforms -- nothing too complex about that; not in comparison to what you want to do (if I understood your post correctly that is).
"I will personally burn everything I've made to the fucking ground if I think I can catch them in the flames."
~ Gabe
"I don't mean to rush you but you are keeping two civilizations waiting!"
~ Cavil, BSG.
"If it's really important to you that other people follow your True Brace Style, it just indicates you're inexperienced. Go find something productive to do."
[size=2]~ Bregma
~ Gabe
"I don't mean to rush you but you are keeping two civilizations waiting!"
~ Cavil, BSG.
"If it's really important to you that other people follow your True Brace Style, it just indicates you're inexperienced. Go find something productive to do."
[size=2]~ Bregma
"Well, you're not alone.
There's a club for people like that. It's called Everybody and we meet at the bar[size=2]."
[size=2]~ [size=1]Antheus
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