BONECRAWLER: Procedurally Generated Characters (and more!)

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“A master of most martial arts, this BoneCrawler is a force to be reckoned with.” :sunglasses:

I’m digging the crystalline looks of this BoneCrawler and its reflective textures! Such a fantastic design! :star_struck:

We truly appreciate the positive feedback. In this video, we’re using a single simple custom polygon to highlight symmetrical mesh scale and alignment with skeletal mesh bones length and orientation. The longer the bones, the larger the scale. We’re using scale inversion to mirror meshes attached to Left/Right sides but, that is difficult to notice with such a mesh.

Symmetric Materials and Assembly Save/Load now added:


Scale inversion with different meshes to showcase mirror meshes attached to Left/Right sides.

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Amazing!

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Are the ones highlighted in green and yellow the things you have finished and partially implemented, and those in grey the things you still have left to do? :eyes:

Correct. Task # 8 in progress...

Boosting Performance using Instanced Static Mesh (ISM) Layers. Note: Decrease in performance with each Static Mesh component (~39k Triangles) added. When Bonecrawling is complete, the Static Mesh Components converted to Instant Static Mesh and performance is boosted.

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