EClark1894 opened this issue on Dec 26, 2014 · 31 posts
moriador posted Sat, 27 December 2014 at 8:02 AM
It depends on the outfit. Armor I will never convert to dynamic, except for tabards and tunics/leggings worn beneath armor. It can be all one piece or lots of pieces. It depends. If it has really crazy looking pieces, like demon headed pauldrons, or big spikes or something, then I would prefer them separate -- because I may want to use the armor for a paladin, and demon heads are inappropriate. But if it looks fairly standard, it can be all one piece.
Other types of clothing are better as separate pieces -- within reason. I don't need separate cuffs and collars, for example. And if the outfit has lots of different styles of collar and cuff, this may be better achieved using transmaps.
I DO like outfits that come as both conforming and dynamic, or that can be converted easily to dynamic. You're maximizing your market if you can pull this off. :)
Now, as to Vilters all-in-one idea for boots/shoes, there's some definite virtue to that. I'm thinking of a medieval outfit that Esha made for Ryan. It's two pieces, but the pants and boots are combined in one. The nice thing about this outfit is that both parts convert easily to dynamic, so I can fit the pants-boots combo to other figures very easily (I have Dusk wearing it right now), and the boots have nice realistic bends and folds that soft boots would have. Because it's conforming, though, it has a ton of morphs. This makes it really, really easy to fit to a character prior to conversion to OBJ. So it's the best of all worlds, really. (Easy conforming outfit, only two pieces, easy conversion to dynamic. Simple, but sufficient material zones.)
But I also think that if you make all your outfits all-in-one, people will rapidly become annoyed, as they really like to be able to mix and match different outfits. The fact that just about every vendor separates their outfits into at least a couple of pieces suggests that they've come to this conclusion as well. (I also think it's a bit odd to make an out fit all-in-one to make it "easy" for the end-user, but then not provide a lot of separate material zones to make potentially "unwanted" parts at least invisible. If a user is skilled enough to make their own material zones, they are also skilled enough to conform more than one item of clothing at a time. :) )
However, people who might be interested in using an outfit in a game environment may well feel quite differently. So Vilters could simply be ahead of his time. Plus an outfit that needs no handles for adjustment must be miles better for animators. :)
One thing I will say, short skirts don't need to be dynamic. But if they're not dynamic, they need a "sitting morph" of some sort.
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