hello guys i need a little help with a character customization system and "characters using high heels or flat feet on animations.
ok my questions is on 2 cases:
case 1 modular character - ok i have a modular character break in 7 pieces: head, torso, arms, hands, hips, legs and feet, my issue is which i want to use some high heels shoes as one of the options or flat shoes as others options, all the pieces come from the same “base skeleton”, i have the full character skeleton and its break in pieces(only the mesh), all pieces have the same full skeleton to when export to unreal to use exactly the same skeleton, but i have 2 diferent "reference poses one with flat feet and another with high heels, my question is how i can make the engine switch when “applying” the high heel feet pose, from the flat and backwards.
case 2 i have 2 versions of the same character one using high heels and the other flat shoes the question is almost the same as the 1, how i can use the "flat shoes animations in the high heel without having to have 2 different skeletons and 2 diferent "set of animations, i means make one animation work for both high heel and flat without issues.
if both case 1 and 2 can be fixed in the same way then it would be perfect, i know which we have the "master pose component to do something like that but i’m still a little new about it, then i would love to know if anyone could give me a little tutorial about that: how to make a character switch between those diferent types of “foot pose” using the same animation and maybe skeleton without need to have "duplicated versions of it(skeleton and animations or maybe only animations if i need to have the duplicated version for the “diferent pose”.