Dynamic Characters with Clothing

Hey all,

I’m trying to make a dynamic character with swappable clothing. I’m presently using Fuse, and I’m attempting to “build” the character with three parts: head, torso + arms, and legs. In my mind it seemed to make sense to do it this way since I can simply swap the torso mesh if someone grabs a different shirt, etc. Then for boots, gloves, hats, and other accessories simply attach them on top.

I’m running into interesting issues and I’m curious if anyone has done it this way. I’m also curious if this is an ideal way to accomplish this. I can’t seem to get the pieces to line up properly, despite leaving them exactly where they should be in relation to the bones. Even upon swapping a torso mesh for another torso mesh, the position resets. I’ve left the skeleton in and every piece where it originally was, which in my mind should mean that it would piece together perfectly. Alas, I’m wrong.

My second thought was to just use a full body base mesh and throw tops, bottoms, etc., on as attachments. However, for performance reasons I’d really like to be able to hide any polys on the body that are covered by clothing. Is this possible? If so, I’m totally fine using this approach, I just don’t know how to prevent clients from rendering the mesh underneath as well as the clothing. In a multiplayer game I can imagine literally twice the number of skeletal meshes being rendered for every character in the game. Not only that, but the possibility for the ugly tears and texture overlapping as well.

Anyway, looking for some guidance. If anyone has been there and can lend a hand, I’d really appreciate it. For some serious one on one help I’d be willing to pay for someone’s time as well.

I’m presently working strictly in blueprints, hopefully that’s not inhibiting me here.