Those exact ones. Re-targeted for male, and then re-assigned the female skeletal mesh to use the male skeleton.
Oh that would be why then. It works if you retarget it but not if you reassign it. Either way I’ll get the joint orients fixed.
I know this has been mentioned before but, will you include extra bones that we can use for chest, butt or belly physics? If not would it break you system to add them manually? I have an over weight biker like character that I would like to exaggerate certain motions with. Anyway your project looks good keep it up.
It has breast joints. Might add more jiggle joints in the future, we’ll see.
As for people wanting more body morphs, I can add an arbitrary amount of body morphs and I probably will add more at some point in the future. Right now I’m focusing on getting the project up and running and adding a dozen morphs for the characters+all the clothing would take too much time so I’m settling for fat/skinny/muscular to start off with.
Is this true for the male and female models?
Breast joints? Yes
Awesome. is it difficult to add additional bones if needed into your system?
I didn’t know that breast joints was present…
Need some optimization (from my side) but it works nicely.
[https://streamable.com/3q90q
Did a quick animation test using advanced locomotion system and it seems to work alright
i have some problem implementing with Advanced Locomotion System, to be more precise i have some problem moving the morphs and clothes system to the advanced locomotion system animbp / character bp, any advice?
also hoping in a fix for the uv set of the head - body.
You would have to replace all references to characterBP in widget blueprints. I’m gonna make this a bit easier in the update by putting all references in macros.
it will be awesome!
I’ve decided to improve some of the clothing, textures and morphs so the update might take a day or two extra. Also since 4.19 was just released I’ll be releasing it on that and I’ll probably replace the material functions with the new layering system so we’ll see how long that takes. Just a heads up.
The material layering system is still Experimental and content creators are not allowed to release assets relying on Experimental features, meaning your asset will not pass through review.
Oh I thought it would be finished for 4.19
I just double-checked on the thread and it is still Experimental. https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1442375-unreal-engine-4-19-released
I’m not very familiar with gumroad, but if you buy the asset early there, will you still have access to the updates as they come out?
Yes, I’ll be updating Gumroad
I also noted that a lot of reference to characterbp also exist in the character customizer component, inside the default animbp, inside the widgets and also inside the hair animbp, is a bit frustrating to update all the reference handly
i’m hyped waiting for the new updates, i will wait for the 4.19 then i will starting working with it, i really hope you will publish this on the marketplace soon, you deserve it and thanks for replying to all question
I’m having this weird problem that I’ve wasted hours on trying to solve. Basically, the animBPs with “copy pose from mesh” go out of sync if they’re attached during runtime. The weird thing is, when I exit out and load again, they’re perfectly synced.
The delay seems to be constant, around 0.2 seconds after the character animation. It doesn’t matter when I attach it, it’s the same delay every time.
I tried simply removing and reapplying the characters animBP when the secondary animBP is initialized but that didn’t change anything.
Anyone knows what’s going on here?