Here’s an example of what I would want to make
timestamp 6:04
For context I make Live2D characters in blender (I probably can’t say that commercially, the company Live2D would have a copyright). I use armatures and blendshapes to animate my characters like any other 3d model and do forced perspective or low fov orthographic shenanigans to hide it being a 3d model. That’s just a lot of words to say that I don’t use unreal’s paper2d stuff.
The video above shows what happens when I try using transparency, with any overlapping parts being revealed. Since shared transparency would seem like something used frequently with 3d character models or objects, there’s probably already a solution that I couldn’t find that’s better / more optimized than whatever I would come up with.
Also a side note, since I would want the characters to be in a 3d environment that’s not just a backdrop, I don’t think masking them out or having them as a ui would work. Maybe it’s easier in paper2d but I would still want them to be able to have a mesh with blendshapes and armature, and be able to use funky shaders. If all that can happen in paper2d let me know but right now I’m just using the skeletal mesh system that I already know.