
Originally Posted by
Soukyuu
You seem to misunderstand what I'm trying to tell you. There is virtually no difference between items we have now and what I'm suggesting.
- You load a model of an item with a hood, just as you always would, each race/gender having their own, scaled model
- You then add an animation where you deform the hood so it's not over the head, but hanging down the back (this is STILL the same model!)
- You save the state in a binary variable, depending on which you either leave the model unchanged or deform it.
The reason the equipment has this semi-realistic look is not just the texture but also the way vertices are animated. When you animate stuff, you just move the vertices (simplified) - no difference between movement/deforming/deformed movement load-wise
I just don't see a problem. I'm learning animation at the uni at the moment and sure, I'm only a beginner, but I definitely don't see a problem. The state would be one more entry in the character save file, that's what they already do with /display main on/off. They would need one more animation for the hanging hood, but that's it. I don't even ask them to animate the change, though it's possible, it would be like adding a new action.
I'm not asking them to implement it now either, since they are still using the Despa-- I mean, Crystal engine, but it sounded to me as if they won't be able to implement it like, ever.
edit:
Seem to have overlooked this. If it's really just physics as you say (you can turn them off btw), then wouldn't the same engine take care of it when pulling the hood off? They do have their own animations and it's not like they will never add new items. When they add new items + animations for them, why not an additional animation for the hoods? It has to be done, but again, saying it is "difficult" leaves an impression it's almost impossible to implement.