How to deal with FPS Arms in a game with character customization and clothes equipping system?

Hello! I want to make a game where I want to implement character customization and a clothing equipping system (like fallout 4 inventory system).

Firstly, I want to make the character perspective, which is similar to Fallout 4, I already implemented the base of the switch between third person (different mesh than first person mesh) and first person system, but I don’t know how to deal with the FPS Arms.

The issue being the fact that, as you know, fps template uses the mannequin arms (and if you want to use custom fps arms, from my understanding, you have to take a specific mesh, a metahuman for example, and delete all the body components besides the arms in blender), so, my question is, how do you make a FPS Arms system that works seamlessly, alongside character customization and clothing system like in Fallout4, DayZ, Tarkov, Pubg, or etc?

Don’t really get the question but I think when creating a game like fallout you should use the whole body rather than just arms as u can’t just delete the body and remake it in realtime… even if u manage to do it it will be costly on your fps stick with a full body model, and model clothes for it for your customization. Also assuming the game is not an mmo or something so u dont have to worry about only using the arms for fps.

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also in my case as i use casceduer to animate… u just have to export the static mesh of the arms from the fps stater project and auto rig it in casceduer for the bones… highly recommend you use that software over blender for animations on natural bodies.

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