Question: Hoping someone can point me in the right direction. We are currently working on the Character creator portion for the game and I have it a wall in regards to the best way to proceed. Here’s what we want to do
We want to have a base mesh that has multiple sliders that can be manipulated that will shape the mesh (blend shapes, morph targets, layers…depending on the 3D program you used it can be named something different) however our game is an RPG which obviously will feature different armor pieces. We are running into an issue with blend spaces and how they work with this modular approach. I see a game like BDO does this but for the life of me i cannot think of the concept. Anyone have any ideas can point me in the right direction so i can do some research as to the best way to handle this problem…
Thanks
If I understand correctly, you want your clothing and armour to follow the morph targets assigned to the character mesh. Is that right? If so, you can handle this with a number of different plugins on the marketplace. Just search up “Morph” and you’ll find a few that allow you to copy morphs from one mesh to another or displace meshes based on nearby meshes.
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That is correct. I was looking at Black Desert Online and noticed how you can lengthen the calfs, thighs etc. so we are definitely approaching it in that style using morph targets. but then we thought how would we handle the armor. I’ve seen someone using vertex displacement ( i think thats what it was called) as alternative. Just trying to learn more about what would be the most effective route to go. I appreciate the suggestion… I’ll follow that rabbit hole and see what i come up with
If you can accomplish simple proportion changes with bones, go that route instead. You can use the Modify Bone node in the animation blueprint to additively change bone proportions which will affect everything bound to the bone evenly including clothing and armour. Of course bones aren’t suited to every change but they would definitely be the way to go for lengthening calves and thighs!
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