strung

strung

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mesh hiding for games (relatively new to 3D modelling) Sept. 25, 2009, 11:38 a.m.

So I hope I'm not coming off as too much of a newbie, but I have some questions regarding how I go about this. I have an idea how I want to set this up but I'm not totally sure how it all fits together.

I have a human model that will have different looks based on what he is wearing. Say we start off with all parts in different geometry nodes so arms_bare, arms_plate, torso_bare, torso_plate etc. Now I have my main geometry node where I bring in all the separate pieces with object merge.

My question comes with the modeling of all these different looks together. I'm assuming I will use switches to say use arms_bare or arms_plate but how do I model the different paths the geometry can take like arms_plate to torso_bare or arms_bear to torso_plate? I see you can make multiple paths out of the result of switch but how does it know where to go? Also, how does the switch ‘know’ that a mesh has been turned off/on? Is this something that is scripted into the switch with an attribute gotten from the geometry node?

So am I completely bonkers on how I'm approaching this or is there a better/easier way? Should I not even be worrying about making a cohesive model with all my meshes and try to cover the seams with geometry instead? Thanks in advance.