I'm working on a rather simple 2D JRPG, but although I'm quite into making pixelart, I'm definitely not looking forward to doing each and every wearable Item in some 20 different poses, 8 different directions (coding a system to somehow arrange the layers according to the current direction), for at least 2 genders und about 4-5 possible body sizes...
So I'm thinking about generating character sprites (and maybe some flora and fauna) from 3D models so I just have to modify some meshes at runtime to achieve those variations.
I don't want to reinvent the wheel, but also I don't want to include some 5MB foreign API to just use a small amount of it's capabilities. I'm a total Newbie when it comes to 3D graphics, so right now I'm totally clueless on what to do: write my own renderer or use an existing one?
Another problem is, is any of the 3D APIs even capable of doing what I need?
- Use software rendering (no prerequisites for users)
- Return the computed image not in a render panel but as... well, image
- Disable anti-alias and choose between different texture resampling modes (to make it a bit pixelated and thus better fit in with the rest of the game)
- Add a non anti-aliased outline (same reason)
- Work with independent body parts without using an overkill scenegraph
I'ld be really grateful if anybody could help me figure out how to best achieve what I'm looking for