Female and Male Meshes are separate. The use different skeletons. (with the main difference being that the female skeleton has an extra socket for her ponytail.) The meshes are one single mesh I.E these are not “Modular Characters” as explained here: https://docs.unrealengine.com/en-US/Engine/Animation/WorkingwithModularCharacters/index.html Each character comes with it’s own Skeleton, LOD0 Mesh, Player Blueprint Class and AnimBP class.
thanks for the info…
Could you clarify the last bit? Each character comes with its own skeleton?
does that mean animations need to be retargetted for every character?? Same for the male/female classes?
ive managed to retarget the female to the male, and then the male to the ue4 skeleton without any issues…
Okay, so it’s only male and female that need to be retargetted, there aren’t any other skeletons to worry about
thanks again
Apologies if I don’t respond in the near future, very busy moving stuff from my old apartment and fixing paperwork and what not.
Someone alerted me of an oversight in version 4 where clothes with their own animation blueprint don’t inherit morphs from the character mesh if they’re assigned after setting the morphs.
You can fix it by adding this to the Add Apparel function in the CharacterCustomizer component
Can someone help me figure out how to make the CC save connect with my already established save system?
What facial blend shapes are there? Expressions? Visemes for lip sync?
Is there a Discord community for this asset? If not, there should be. A place where user can exchange tips and experiences.
Is there any progress with version 5?
Unfortunately not.
Can this be done inside Unreal or does this this need to be done in Maya, etc.
How about doing elf ear tips in the helmet slot, you’d not see them with a helmet anyway so they could be switched out. And also hide them when hair that doesn’t work with them is selected. They could be attached to a circlet or something that kind of helps to hide any issues (this is all theory coming from someone who has no idea how any of this works )
Hi, Is it possible to save more than 1 character per project? I duplicated the BP_Male and my saved changes overwrite both. I have read the google drive docs but I can only see about how the information is loaded, not how to create a new character, if thats possible? Thanks
Nevermind, figured it out, you have to add the new characters to CC_Characters and make sure the BP is named that in the character name property. Just leaving this here incase anyone else wants to know
Hi,
I have an ALSv3 integrated with CC, everything works great except if I try to turn on IK. The feet go upside down with ik… If I turn off Enable IK in the IK Anim blueprint, or if I remove the anim blueprint reference in the CC skeleton mesh, the feet go back to normal
upside down CC Character males with ALSv3 foot IK turned on
How do I fix this??
OMG, TheUnrealist1, thank you!!! I am in ALS3, but there is an equivalent call - and that solve it!
the knees look a little outward pointing when I run now, but not nearly as bar a problem as feet pointing upwards!
Thanks for your work on a great asset pack! This is extremely helpful.
I’ve browsed through the comments here but I don’t believe this has been addressed. How can I script characters to move from one location to another (optimally using sequencer)?
I’ve created a Discord server, it’s open for everyone for now https://discord.gg/vMVE2kuwzVI’ll sort out channels and what not later
It’s been quite a while since the last update so I forget what’s new and what isn’t, but I’ll go over some of the main features of version 5.
To make the project more immediately usable I’ve spent some time repurposing Paragon content (animations and skins) for use in my project. The new animation system is based around the Paragon animations, so it has 4 directional movement with leans and slopes (uphill and downhill), starts and stops, turn in place, sprinting. Also I’ve implemented leg IK and some other stuff like footstep sounds and a 1st person mode.
Video:
The customization menu has seen some changes. There’s a new dedicated customization pawn which can be interacted with either by the player or through blueprint which provides a better interface for customization. It takes care of input for navigating the menu and camera, and there’s a new variable for setting your target platform - either PC, XBox or Playstation with a widget displaying the controls for that platform.
The body widget has been changed - there are no longer options for different body morphs, instead there’s a height slider and width/thickness slider. The body morphs can now be assigned in the apparel data tables, so how muscular/fat/big breasts etc the character is will be determined by the clothing that’s equipped. The reason I’ve decided to do it this way is because cloth in Unreal does not work with morph targets and I think supporting cloth is more important. Also creating body morphs for every clothing mesh was too cumbersome and it seems like most people didn’t want/know how to do that anyway.
Video:
The apparel menu has been detached from the character customization menu and it’s now a separate window that you also access via a pawn. The standard form for clothing going forward will be entire outfits, like Fortnite skins, where it’s just one mesh and not separate pieces. You can still add different categories (upperbody, lowerbody etc) - adding new enum entries will create tabs automatically - but the included clothing will not be separate meshes anymore. The reason for this change is that it was too constricting design wise to have everything have to fit together. There’s a button for showing/hiding the headpiece of a certain outfit, and you can also override the characters hairstyle depending on the outfit.
Video:
I’ve implemented a simple dialogue system. Lines are cycled based on sentence length and the NPC plays a talking montage when talking. They’ll also turn to face the player when in a conversation.
Video:
Finally I’ve added some basic interaction - driving, combat (a lot of people have been asking how to add weapons):
Sitting (with a new female sit animation):
If you have questions/feedback post on the Discord.