Yes, thats what he meant. He want to know how to go from the saved customized character and use that customized one and play it around.
I do no thave this asset, however ive been following it for a while. Sadly I cant read 20 pages of comments.
Question
- If I purchase the asset, and make custom changes AND THEN a new update for the asset comes, which is required (optimizations, bug fixes, etc), does it mean I need to throw away all my custom changes (code related)? or is there a way to easily update the asset
regards
Thats the way any asset (not only this one) will behave. Unfortunetelly you will need to create another project, look at what has changed on the new version and copy the changes to the one you have modified. You will have few choices: wait for it to mature a bit more and ask for the developer the planned roadmap for future implementations, this way you will decide when it is time to embrace the version and deal with future changes. I have purchased the asset on its first release on Gumroad and I decided to wait till its final release to start thinking on my own changes to it. Btw, at its current form you will not scape on doing changes, since you need to integrate it in your game etc.
Just copy over the Character Customizer folder from the project into the content folder of the other project. You would have to set the inputs but aside from that there’s nothing you need to change.
Correct me but if you create a child class of the character blueprint anything you do there can be reused also if a new update will be released, same if you write c++ code, if you talk about custom coding or addition. You can just export that file and reimport it in a new updated project.
i think him want to know something different and also more complex, like how to bring the “generated” character into a new map and play with it.
All will depend on what changes were made. While inside the blueprint its fine like you mentioned, but that won’t happen if you changed a STRUCT or a Datatable, or even added data into it, like other clothes and hair. You will just need to choose when you want to stick if the original (if that is possible) and when to start changing, for later decide when incorporate new things if they worth and/or are desirable.
I’m working on a medieval Arch viz level. This isn’t a flippant question. Can I put a skirt on male characters to simulate a tunic in the middle distance? I do this with Sketchup 3D warehouse characters in the far distance. I also need to cover the womens hair with a veil. Level is set in Saxon England. Thanks.
I’ve already done this with Saxon, England clothing/hair for my project so it definitely can be done, you’ll need some knowledge of how to create clothing/hair for characters though.
Updated to 4.20 yesterday
Added a lower poly alternative (30k triangles) as well as walk/run/jump animations. They’re hand keyed by me and I have like 50 hours animating in total so they’re not great but I can probably improve them over future updates.
Hi, this system looks perfect for my project, but I have a few questions:
1- is it possilbe to create old looking people with this system also? (maybe just by replacing the textures?)
2- can different beards and mustaches be added, the same way as adding custom hair?
3- would it be possible for you, if you find the time, to make some screenshots or a short video of some examples of different options of the face morphs? like how different the noses can look etc.
Thanks for creating this!
Aging is probably going to be the next big addition. You could try to decrepify the skin textures I guess but for best results I’d need to use a normal map and probably a morph target as well.
Beards are more difficult than hair because the top of the head stays the same regardless of morphs but for beards they would need to be fitted to like 15-20 morphs. It’s on the future shelf but if you’re a content creator you can email me.
You can get pretty large variation but if you want even more you could change the shape morphs to be sliders instead of options, with some modifications to the menu, which would allow you to mix different shapes. The reason it’s not like this by default is because it’s very easy to get irregular/unnatural shapes with that setup.
I think a good option @mlindborg is to package into executable and made it available in the store with a download link from googledrive. This way others can play with it and feel the quality. I am a buyer and I can surely voucher the product is good, but words are words and when people get the chance to play, then they can trust!
Yeah that might be a good idea
OK, thanks for the quick answers!
By your indications to make future improvements and iterations on the product in those directions I am convinced =] It’s on my to-buy list now. When I arrive at the character creation process I’ll pick it up. Have a nice evening!
I see. That is no problem, however it is not good to seach file by file, node by node what has changed.
I believe there should be a changelog regarding the updates, linked to the post on how to make the changes (like most threads have done, check out MMOKIT for example), from v1 to v2 to v3, so if I purchased v1 I can easily add all the changes up to v3
:rolleyes:
I don’t keep a detailed change log, that would be a hundred lines per update. I write down the feature changes on gumroad, I can add it to the front page as well. Regardless, unless you’re doing something very complex isn’t it easier just to copy over your changes to the new version than trying to puzzle together new and old versions, which would likely involve overwriting the main blueprints anyway?
I agree with changelog while there are changes like fixes, which usually don’t add up too many things. But usually new features involves adding too much things, or maybe even change previous one in order to expand. Best way, in Blueprint (or C++) is instead of changing the original blueprints, you create a new one derived from the original and then add your customizations in the derived one (might sound more complex but it is always a matter of getting used to it), this way when the new version comes in, you have at least preserved your own changes. It will not mean everything will still work, but at least your own job will not go to waste.
Update released today just removes some animation files from 4.20 project that weren’t supposed to be there, nothing important
Hi, I have come up with some more questions:
- About the clothing: can it be used as items that can be (un)equipped after saving a mesh or are the clothes fixed on the character mesh after saving one, if they are added with the customizer? I’d like to know if I can use an inventory system to (un)equip clothes/armor/hats etc. on the characters.
- are the models/lips ready to add detailed face animations like smiling/laughing/talking,… ? Thanks
Yeah you can unequip items. It’s the numbered slots in the data tables.
For facial animations you’d probably want to use joints if it’s for a game because morph target animations are pretty slow. If you have a facial rig and want to implement it to your project, you can email me and I can help you out.