First off, I’m not a 3D modeler, I’m a programmer… But I’m asking on behalf of our company’s modeler, who has only recently started working with the UE4 ART Toolkit in Maya. Our goal is to have exchangeable body parts at runtime, and our problem is figuring out how to properly set this up in Maya. We have successfully created, exported and imported a character rig using ART + Maya, and now it’s time to attempt separate body parts.
Every tutorial, video, wiki article, forum & answerhub post I come across regarding this topic goes into detail on how to set things up in UE4 to attach and swap body parts, but none of them go into detail on what needs to be done beforehand in a 3D modeling application (aside from stating it needs to be the same skeleton).
So what steps are necessary to create a skeletal mesh that can be exported from Maya + UE4 ART, but only exporting certain body parts, and using the same skeleton (so that it properly deforms & animates when attaching them in UE4)?