First, I tried to import each piece (Head, Hands, Chest, Legs, Feet) individually with the skeleton (all bones for each part). Doing this, I noticed I could only add the other parts to an existing part. Using the head as a base I added the other 4 parts and got them to loop the same animation in sync. The problem with this is I wasn’t able to swap out the head mesh. A fully enclosed helmet would replace the head. I’ve heard that if I toggle the visibility of the head and apply a helmet over it, it still uses resources/draw calls because it exists in the world still.
The animation section I’m posting this in says skeletal meshes in it so I think this is the right place to ask around about this. Maybe I’m missing something totally unrelated though. Anywho…
-
Is it bad to import the skeleton of each part? I’m pretty sure each individual piece was using it’s own skeleton, not sharing the same 1. I don’t think I can import a skeletal mesh without a skeleton.
-
Is there a way to import a skeletal mesh and then remove all mesh data from the skeleton so it is blank and I can add parts as I want to?
-
Should I just import a single poly with the skeletal mesh so it will work, then just cover it up with the other meshes? That seems like a crappy way to do things.
I’m not amazingly familiar with UE4 and I don’t program, this is just manually dragging and dropping meshes on a skeleton placed in the world. If none of these are good options, what should I do? All the info I find is like swapping out a single part, but always keeping the main body or something. I don’t want to be forced to keep a mesh that won’t always be used. Once I get this figured out I can just sit and add content and I’ll be happy for a while. Any help would be greatly appreciated~