How to set up modular character

In Unreal, the term “skeleton” essentially means “name of bones, and which bones are parented to what other bones.”
So, you can use different skeleton-objects (or maybe different scenes) in the source tool (blender, maya, etc) as long as the naming and hierarchy is the same.

I have not found a way to make Unreal import a file with many different skinned meshes as several different meshes mapping to the same skeleton. That doesn’t mean it can’t be done – I just didn’t look very hard :slight_smile: But splitting the file and exporting each separately works.

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