Was just wondering how you would usually do a character creator i.e the logistics of it. How to change the a models body type or facial structure, would i need to create them separately i.e separate faces/ body types and socket them or how would i go about this kind of system. Thanks in advance for the help
Depends on usage.
There’s no “one size fits all” here.
Master pose component and several meshes can work. So can socketing some things.
So can swapping put the whole model.
Can you elaborate on master pose component and I plan on using different heads and body types so would that work with socketing and if so would I have to store the specifics in the player character i.e player head 12 or body type 3?
No. Heads cannot be soxketed as they animate.
They can be split and swapped if done properly.
Did you look at the documentation? Google Unreal Modular Character to start.
Okay I’ll check it out later, thanks for pointing me in the right direction
I’ve looked into it and it seems exactly what I was missing but a question or two
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What I’m getting is to make a custom character I should set a master component for the head to change out things like ears, mouth shape or even hair. Or should it be something more along the lines of making a character master component and doing it that way?
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I have very little experience with c++ so is the code listed in the guide usable as is or does it require a large amount of altering?
Sorry to keep bugging you
You always have to alter and tweak CPP stuff.
However, the actor merge is really only a necessity when you have NPCs made by a random generator.
Hair is it’s own thing.
The rest is usually all part of the same model so as to avoid seams.
It really all depends on usage.
Sounds like more trouble than its worth tbh . Now I’m thinking of a simpler custom creater with already set meshes and just change the hair/facial hair and eye color