Hey! Can you please give me some hint on this? I want to stablish some presets before retargeting, but I’m a bit confused. Let’s say I want to preset the eyebrows to type 3/4 and 1/10 as default. Do I have to enter a 2 on the 0 option? Thank you, and sorry for the dumb question.
Yes, index 0 is 1/4 and so on. Option 0 is preset 1 (the default character).
By the way, the preset picker is pretty limited in customization, it’s mostly meant as a demo. No morphs except shape morphs, no clothing options. If you want to store preset characters I’d recommend adding new keys to the “Characters” struct in /Project_Files instead. Then you can input the name of the key in the “Save Name” variable on the character instance in the level and it will load it on play.
Got it. Thank you so much for the info!
Hi, Do you need to do something special about “clothing” ?
Tested the placement of pants and blouse but did not look good.
the clothes are tied to the correct skeleton of the player…
Added to M_Apparel_DataTable…
Are the clothes fitted to the male body and skinned to the male skeleton?
Hi, the body… skeleton is Assign to Male Skeleton.
I could not figure out how to adapt to the male body.
You need to fit the clothing to the body in a 3D program and bind it to the provided skeleton.
There is a problem with the clothes made for Epic Skeleton.
This is because your skeleton does not match the Epic Skeleton!
But you wrote that it matches Epic Skeleton…
It’s a good idea to do a tutorial on how to add new clothes to your model.
You write that it was very easy…, it may be easy for you but it’s nice to show people too.
I’m sorry for my bad English.
Using clothing made for other projects without repurposing them for this project is not an option and will not work, regardless if it’s the same skeleton or a different skeleton.
Adding clothes to the project is simple, but creating and rigging meshes is not if you don’t have any experience with 3D modeling.
If you have clothes you want to use from other projects, start by exporting them from the engine and into your 3D software, then bind it to the Character Customizer skeleton and import it again.
Actually a lot of people have been pointing out the discrepancies between the CC skeletons and the mannequin skeleton lately and even though I don’t think there’s any scenario where it should matter, it will probably be fixed in time for the 4.24 update because I’m shifting over from my old manually created skeletons to new ones generated by ARTv2, since people for a long time have been requesting ART scenes for animating and I’ve only been able to get around to it now. They should be more harmonious with Epic’s character skeletons, but it will mean that if you want to use the updated project assets you may have to rebind any assets you’ve made earlier.
The 4.24 update is awaiting approval and should be available soon (right on time as usual)
The main feature of this update is that the project is now networked and should be ready to be used for multiplayer projects. For simplicity’s sake characters are only replicated to other clients after you save and close the CC menu. There’s a networking demo you can check out to see how you might assign character names on players joining a session. To try out the demo, set the startup map to Lobby_Level and right click on the uproject file and select Launch Game.
The animations have been updated and re-conceptualized a bit. Each character instance can be assigned an idle animation as well as an additive expression animation which only affects the face. There are idle animations for standing/sitting/talking, and expression animations for different purposes and these can be combined however you like and they can be swapped at runtime.
In addition there’s a new LookAt function. Non-player characters (although it can be used for player characters as well) will turn their heads to face the nearest character in the level. The implementation is pretty basic right now but I’m sure it can be extended for different purposes.
I’ve also added a few new hairstyles and some new clothing assets.
Also: The character’s skeletons have been updated to correspond to the rigs I use with the Animation Rigging Toolkit, and they’ll now be more compatible with the mannequin skeleton. This means if you’ve made any custom assets that use the old skeletons you will have to rebind them to the new skeletons. If you’re interested in using my ART (version 2) project for creating animations you can email me.
Outstanding!
Update is live
Uploaded a 4.24 hotfix that removes some log spam and fixes the cooking error detailed here: https://answers.unrealengine.com/que…when-cook.html
Awesome. Version 3 was tremendous, addressed a lot of my challenges and being networked really is a game changer. I was wondering if it would be possible to post little Do-it-yourself images or paragraphs with updates. Many of us customize the package and integrate it into our projects and a full replacement just is too disruptive. Another one of my favorites packages does this and it allows me to include every single fix from patches into my projects. See an example here : Added Use Random Attack Montages – Defuse Studios
Thank you!
I could do something like that for smaller updates but probably not for this one. Every update contains a slew of changes to most blueprints in the project and at the end of it I can barely parse everything I’ve changed myself. Especially networking was very finicky since I had to rethink how the widgets communicate with the component and the component was redone completely.
I think the easiest would be to copy and replace everything from /Project_Files, /UMG and /Apparel into your project, update the character blueprint and the animation blueprint (it’s not much) and it should be pretty straight forward from there.
Oh totally, I didn’t mean 3.0 - I already have that in my project and did as you recommended, I meant the hotfix that you posted about on 2/15
Oh I see. I don’t understand what’s behind the struct related error messages but as it says in the answerhub page it seems to go away if you rename all instances of the struct (in both CC_Save_Object and the component) and then change the name back and save/compile everything.
You can remove most log spam by resizing the 2nd_Materials array to the Materials array length, in AC_Button_Mesh on the event construct before the Add Material Buttons function, as well as in the save and load section in the component, under “Load apparel”. Then add a valid check before applying 2nd Materials under “Save apparel materials”. In “Load material parameters”, resize the Colors array to the name array and add 3 elements to the Colors array in the original CC_Saved_Variables struct. And in CC_Picker_Morph, in the Get Active Morph Function, subtract one from the last index in the for loop. There might be something else but that should fix most of it.
Hi can you help me with body material for ES3.1? how i do this correct character mobile posted by anonymous | blueprintUE | PasteBin For Unreal Engine 4