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    Confused about wearing system

    Hi. I have modeled one character and i want o make eligible items. For example if i click on 1 my character will wear a helmet. If i click to 2 my character will wear mask. if i click to 3 my character will get a gun . How i can do it please help

    #2
    Hi!
    There is many ways to achieve that

    For my project I use Modular meshes. To set it up you'll definetly have to experiment try and fails, unless you're lucky.
    Here roughly my workflow:

    Creating the Assets:
    1- Model your character
    2- Skin to a Skeleton
    3- make a proxy of your skin
    4- Cut your model in pieces, ie: SM_Head, SM_Torso, SM_Legs, etc.
    5- Attach each part to the whole skeleton separately
    6- Reaply skin of each piece using the proxy

    Exporting as FBX to UE4:
    1- Select Head Mesh and Skeketon, export as SM_Head.FBX
    2- Import SM_Head.FBX in UE4, create skeleton and physics Asset.
    3- Select Torso Mesh and skeleton, export as SM_Torso.FBX
    don't create skeleton or physics asset here, browse to the one you created while importing the head
    4- Do the same as Torso for the others parts.

    Setting up in BP:
    1- Creete your BP_Character
    2- Add as many SkeletalMesh Components as you need (ie: head, torso and all your pieces)
    3- In ConstructionScript tab add the nodes:

    Click image for larger version

Name:	image_166577.png
Views:	1
Size:	63.0 KB
ID:	1631127

    MasterBoneComponent : SM_Head
    Target: Plug here all the pieces.

    The Targets will use the AnimBP set on The MasterBoneComponent (here SM_Head).

    From there you can change the meshes anytime with the node Set SkeletalMesh

    Click image for larger version  Name:	image_166578.png Views:	1 Size:	53.8 KB ID:	1631128

    Hope it Helps!
    Last edited by silik1; 06-14-2019, 04:52 AM.
    GitHub Repo -

    Comment


      #3
      Originally posted by silik1 View Post
      Hi!
      There is many ways to achieve that

      For my project I use Modular meshes. To set it up you'll definetly have to experiment try and fails, unless you're lucky.
      Here roughly my workflow:

      Creating the Assets:
      1- Model your character
      2- Skin to a Skeleton
      3- make a proxy of your skin
      4- Cut your model in pieces, ie: SM_Head, SM_Torso, SM_Legs, etc.
      5- Attach each part to the whole skeleton separately
      6- Reaply skin of each piece using the proxy

      Exporting as FBX to UE4:
      1- Select Head Mesh and Skeketon, export as SM_Head.FBX
      2- Import SM_Head.FBX in UE4, create skeleton and physics Asset.
      3- Select Torso Mesh and skeleton, export as SM_Torso.FBX
      don't create skeleton or physics asset here, browse to the one you created while importing the head
      4- Do the same as Torso for the others parts.

      Setting up in BP:
      1- Creete your BP_Character
      2- Add as many SkeletalMesh Components as you need (ie: head, torso and all your pieces)
      3- In ConstructionScript tab add the nodes:

      Click image for larger version

Name:	image_166577.png
Views:	1
Size:	63.0 KB
ID:	1631127

      MasterBoneComponent : SM_Head
      Target: Plug here all the pieces.

      The Targets will use the AnimBP set on The MasterBoneComponent (here SM_Head).

      From there you can change the meshes anytime with the node Set SkeletalMesh

      Click image for larger version Name:	image_166578.png Views:	1 Size:	53.8 KB ID:	1631128

      Hope it Helps!

      How i can make a proxy of my skin or what do you mean with it ? May you explain that please ?

      Comment

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