What is the best way of handling paper-doll style animation? ie, setting up an animated entity that can be customized with different meshes for bits of equipment, as in an RPG? I currently have tried setting up a base model node then adding the component pieces as children of the node, but while they receive the node transformations of the parent node they are not attached to the animated skeleton that is attached to the parent node, so only the base mesh is animated. How exactly do I ensure that these added component meshes are attached to the parent node skeleton?
Obviously, I could call h3dSetupModelAnimStage on each of the child meshes, but this seems like it would setup an animated skeleton for each model, rather than having the models share a skeleton, requiring redundant calculations and also requiring that I call h3dSetModelAnimParams for each individual mesh, rather than just the parent mesh.
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