Is there a way to create a character with bones/rig and with parts Nanite geometry that are attached to these? I know the demo uses the UE5 animation tools for the Ancient. But I am thinking of a traditional animation workflow with deformable geometry and Nanite for static/hard surface parts like the armor plating/props etc. Seems like this would work very well for a lot of characters with many hard surface parts.
It should absolutely work. You can even think of a robot made fully of non deformable hard surfaces, or out of multiple chaos destructible geometry collection… I need to try !
The question is though how do you combine deformable geometry with non-deformable Nanite geometry?
You can attach static meshes components to bones in actor from attach menu or blueprint.