Thanks for the kind words TechLord
Well, not being able to code…well anything actually was a critical point to switch to UE4 in order to develop some of the ideas which without coding would be impossible for me to create.
To be honest the art and polish of the 3d content is something that, regarding gameplay, could be easily added later, simply because the highlight would be the Blueprint/coding itself which allows to do a specific thing, so if you want you could begin start learning Maya/Max to improve your skills, but for testing purpose I would storngly suggest to use free asset from the store or create something basic, you don’t need always shiny stuff to wow people
A genius on this forum ( Rama) create usually small gameplay videos with his new stuff, the art is “normal” for what he need to show and it does the job perfectly
Regarding the Master Skeleton this is the way I’m achieving small variations on the skin and proxy bones themself, means that I will add a couple of extra bones in some areas ( breast, belly, biceps ) using the ART plugin, which is pretty handy and not so impossible to use…it’ll be just a matter of having proper skin weighting which can be adapted between the morph variation.
Also regadring the proxy bones, a good example of cloth behaviour can be seen inside the Matinee fighting sequence, if you export one of the main dudes you can see that the rig itself has proxy bones all over the cloth ( that kind of skirt, I cannot described it better ) and I think that the guys at Epic used the nCloth plugin ( or Syflex ) inside Maya and bake the simulation results on the cloth itself, so basically the bones are completely passive and they’re driven by the simulation.
The only problem which I didn’t test right now regaring the Apex cloth is that you should have a proxy mesh which will behave as a collision for the cloth itself on the character, and as far as I remember those are not morphable, or better yet I don’t know how to access those meshes when the Skeletal rig is imported into UE4…is something that I need to clarify both in Maya and UE4 and I need to do some research on the forum itself, so eventually I’ll find what I’m looking for.
Quick update on Any NPC:
- Added Scale for root bones in order to set character height ( from child to giant )
- Starting UMG GUI menu
- Improving thelipsync and phoneme shapes in order to achieve better results
- Adding expressions for Faceshift and Faceware setup ( this will take a bit longer )
- Cloth setup with dynamics
New video in a couple of days