You
see, here is the start of my character (which is OK, I think,
but I made it for a game development class). One thing you
can bet is that I want to take advantage of the limb separation
that the Talon engine has; in other words, I want my guy
to cut up the other guy's legs off, as well have his own
body cut up as much as possible. (Do note the polycount
is way off for AvP2; I have different polycount specs for
the school project.)
Something else that's cool, which I am taking advantage
of, is that Lithtech can have the character add or change
the armor, or on certain nodes. For the leg, it has two
mesh things (that could be armor), but using an attachment
(so I have the option of swapping it to create another version
of this character).
After I created the original armor pieces, I just export
each one into a separate 3DsMax file, and import them as
a single solid mesh; then center it, and export it (as if
it was a prop). This way, the object can be socketed on,
and I have the ability to alter the mesh to make new armor.
Watch
out for mirroring objects! It's simply better to "reset
XForm"+"collapse" and flip the normals after you mirrored
something; because what may happen is the object normals
will be inverted within model edit. (Weird mirroring bug
from within the exporter).
For
the head, you can design the head to be swapped with other
character heads, but I wanted to be able for this character;
I wanted to animate the hair, and mouth. Unfortunately,
you cannot socket-controllable animated objects onto other
animated objects. (I have seen looping objects socketed
onto other objects, though it is rarely done).
So, for example, if in your mod you just wanted to keep
the body, but change the head - and have no need for mouth
animation - then you probably wouldn't want to have your
character's head on the body when exporting. If you do want
to have a head that can blink and talk (have emotions),
though, then you need to have the head on the body, with
the skeleton.
It's a design thing. ;)
One thing that's cool when creating bones is animating the
eye-blinks - you can socket stuff to them, such as glowing
eyes that can be turned on or off (like the marine shoulder
lamp). Just by using the butes, you can pretty much do anything
your devious mind can come up with.
However,
this breaks more into attaching special effects - and probably
a tutorial I'll have to do soon. In anycase, let's say you
do want to have a head that can lip-synch, you probably
want to have a mouth (that's for sure), but you need to
model it open - and with some teeth!
Lithtech
does not support 2-sided materials, so you can see right
through the head when you look at the mouth. However, a
nice simple plane will take care of that problem, but please
keep watch of your polycount.
As
for eyes blinks and emotions, the general thing is, build
the areas that you want to bring down or up, and have bones
rotate them (down or up).
Once
you are done modeling your character, and then uvwmapped
it, (and detached some of the pieces), select it all and
either physique or skin it (Talon engine can only read in
one physique per model).
Sometimes I had the habit to make various skin modifiers
for different mesh pieces, but it didn't work out in the
exporting. Other than that, I have to get ready to cover
lip-synch and eyepiece nodes in more detail. But this should
help anyone who is modding their own character for the Talon
engine, and flesh out a model a little easier. Cheers!