Hello Community,
I was messing around with the idea of a character creator. To start I pulled down a character from the market place and exported it into blender. I then began to cut the head of the mesh into different pieces (eyes, ears, etc). My thought was that if I could cut all the pieces into separate meshes then I could reshape the individual pieces and allow the user to select different variations of meshes to “build their own head” so to speak. Here are some examples:
I then reimported all these pieces back into unreal. I put each piece as a child to the body piece in my character blueprint and combined them using the “SetMasterPoseComponent” to make them all use the same animation blueprint. This worked. All the pieces formed together with no holes and they moved together in animation as if they were one.
Here comes the problem when I zoomed in on the heads I noticed that the pieces all had very sharp distinguishable edges.
It almost looked as if the shadows and lighting was casting improperly on the meshes as they were all actually individual pieces.
My question is, does anyone know how to properly combine these meshes so they act as one? Or if this isn’t possible, what is the right way to do this? A lot of games have character creators these days so maybe I am reinventing the wheel. Any help would be appreciated!