sooo… i am a long way away from actually coding something like this in ue4 but i ask my question just so I know if it easy to do once i get to it.
Basically i am currently making a character which you can add lots of clothes to. An issue ive noticed is the skin can pop though the clothes pretty easy when deforming.
Ive done some research and read about making vertex groups for deleting the parts of the skin when a piece of clothing is applied to the to the character.
my question is, is this actually possible and easy to code in ue4? by this i mean can i code vertex groups to delete when a piece of clothing is turned on?
if not, are there other methods? I am not much of a coder yet and there are a lot of mechanics i need to learn and this is one of them.
i dont need to know the full details, just something that points me in the right direction. thanks
i have that problem with blender sometimes… i just went thru each animation and checked them out one by one… then i moved a few vertex points so the skin wouldn’t show thru and reapplied the change to my base mesh… (the clothes were all parented to the skeleton too)
but you’re wondering about coding it, and maybe there is a way… or maybe collision… but i’m new too soooo…
yeah im pretty sure your meant to delete or turn visibility off on parts of the skin that is not showing under the clothes. im pretty sure its what modern games do and seems simple enough. you dont need to code it to delete skin, you can do that in blender, but if you want a character that shows their skin in different places with different clothes options then you want to be able to change it dynamically in ue4. happy to see were in the same boat. heres a link to point you in the right direction and see what im taling about. MakeHuman Tutorial (Pt.6) How to Hide 3D Character's Skin Under Clothes by VscorpianC - YouTube
You could try using Vertex colours on all of the character parts (UpperArm, LowerArm, Chest etc.) Then depending on which cloths are ‘on’ you could turn the opacity of those parts of the mesh with a certain colour to 0. Otherwise, texture based masks of each area of the body, similar solution.