This is my first post on the Decentraland forum, really nice to meet everyone and please bear with me on this longish text.
I am currently in the process of creating a wearable for someone and I am struggling with skinning it to the base armature. I went through all the documentation and all the tutorials on the web that I found helpful, but couldn’t figure out the right way to do it, due to the specific requirements of this wearable.
Basically, I modeled an anthropomorphic dragon using the base armature as reference for the proper placement of the mesh which at the moment is a full body single mesh.
I am not sure whether I should split the mesh into the four main wearable categories(head, upper body, lower body, feet), or use the category called “body_shape” or any other route that might be possible to successfully skin this model.
Also, modeling a dragon lead me to wondering if the base armature can be modified or not. In order to keep it looking like a dragon I had to force some proportions further away from the base armature which lead to the following questions(with pictures for clarification):
- the base Decentraland armature has 5 fingers whereas the dragon has only three, can the armature be modified to fit the dragon, or do I have to keep it as is?
- the dragon’s legs are a bit spread apart from the base armature legs, does that make any difference?
- the dragon has a pretty longish neck and the head and neck bones of the base armature are obviously too short, should I add more bones to the base armature? or can I leave it like this?
- finally, the dragon has wings as well, any suggestions on how to properly skin then to the base armature?
The model currently has 4000 triangles, which, from what I read, is equivalent with the four main wearables triangle limit put together(1000 each).
I would be eternally grateful for any advice on how to pull this off. I am cool with modifying the mesh in any way possible, my intention is to implement it successfully in the platform.