Hello Unreal community. I have a quick question on what a modular character is good for, or whether or not it is preferred. I understand why modular content is a good thing in regards to level design, but why a character? To be more specific, I’m about to start a character creation system and I began making a modular character using this tutorial https://wiki.unrealengine.com/Daz_Studio_To_UE4_(Tutorial)_Part_1. Now, I don’t have 3DS Max, and there is only one, maybe two, tutorials on how to this or something similar in Blender 3D, but my goals are to 1. Import Daz3D model and join morph shapes in Blender; I’ve done that. 2. Rig the character model with IK constraints and begin making animations; I’m working on that today. 3. Import rigged character, associated assets, and animations into UE4, so that I can being perfecting my character creation system. That is when I looked back at goal one and thought, “…****.” I didn’t intend on making the modular character at first, so I just joined together some [whole] mesh shapes, which is what I planned on using to lay the systems foundation.
I don’t need an elaborate character creator, at least not right now… I have an entire game to build and I’m only one person, which is why I’m so thankful for ingenious products like UE4 and Daz3D… Mixamo is okay, but if I can be honest, the generated skeletons are too basic, they don’t re-target well, and I didn’t see an option to import my own armature to have animated; plus, only the animations where I don’t need to enable root motion for have been of any use to me so far anyway. Hence, I decided to just make my own animations. However, I digress. For my character system, do I need to make a modular character or would it all be the same, seeing as though I’d only be making the body and head? I mean, I might add a few emotes, but only a selected few that a player without a mic can communicate with (affirmative, negative, not sure, that sort thing)… the expressions would be real subtle.