Question for the dev or whoever knows.
Why did he use “morph targets” instead of scaling Skeletal Bones (sliders in AnimBP)?
I made a modular character with 6 armor parts/ interchangeable. I’m looking for a way to change Body proportions of any bone = we need to scale bones.
The problem with “morph targets” is that they are bound to the Mesh (geometry), not the Skeleton (bone), correct?
- In Blender, are Shape keys added to the Mesh, or to the Armature?
Because reading the last comments, it seems there was a clothing glitch.
- It might be that if Morph targets are applied to Mesh geometry (and not Bones/Armature), then every Morph would need to be [added in Blender] to every alternate Clothing mesh = I’d have to repeat the same thing 100 times.
Where as if a system was made to change Bone scales in UE > live in game, then we can make any clothing Mesh match the Body change - because they share the same Skeleton. (Thus if arm gets scaled +10, then both the Flesh arm and Shirt arm, will scale by an equal amount - they share the same weight paint influence for that bone.)
- Also to change Character height, I believe we need the Bone scaling method and not Morph targets - because if Leg bones get taller then Root bone must also get taller - or else Character Mesh feet will push below ground level. AND a Height-mod asset needs to be smart > to also communicate the height change to CharBP > Capsule height. Or else the total height of Character mesh will not match the Capsule = collision issues.
Please correct me if I am wrong about #1. And direct me to any asset that can do #2. I’ve asked 3 Sellers who make Bone sliders (AnimBP change); but they didnt consider that the code needs to speak to the CharBP > update Capsule height. So I’m waiting on them ‘if’ they decide to add it.