Procedural character pipeline

From time to time I do a video blog series for our community of players who are interested in seeing the progression of the conversion of Urban Terror from ID tech3 over to the Unreal 4 engine, to at least see that work is being done, and share some of the ideas that we figured out via discovery that might be useful to other looking to or working on a project of a similar nature.

This is where we are at so far that works based on the needs of our project with the intention of making life easier for our content/player model creation team that can also scale when new technologies are made available by first establishing a sound framework to hang stuff off of.

Hope you find it interesting if not useful in leveling the field between AAA and Indy development.