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    [SUBMITTED] Character Customizer System





    This is a BLUEPRINT submission.
    It is not a customizable character.


    ***3D Characters Not Included***

    It is intended to be used with customizable characters that you already own or can attain elsewhere.

    The Character Customizer is more than just a simple character customization menu. It’s a complete Player and NPC customization solution all wrapped into one solid package. You’ll not only be able to setup the Character Customizer to allow your players to customize their personal character. As a developer you’ll be able to use the Character Customizer to setup the customizations on all the NPCs in your game. It’s an all in one solution for applying character customizations to your game.

    The only thing you need in order to use the Character Customizer is customizable character models. For instance, models with different morph targets, hair types, clothing types and that sort of thing. By default the Character Customizer can handle up to 10 male and female races or 20 mono gender races. That means the Character Customizer can handle the customizations for multiple, entirely different, character models. Are you making a fantasy game and need to be able to customize Dwarfs, Elfs, and Humans? If that’s the case then the Character Customizer is your solution.

    The Character Customizer Package comes jam packed with 20 high quality video tutorials explaining how to get started with the Character Customizer from the ground up. In the tutorial videos we will walk through the implementation of your first character race and cover everything you need to know about the Character Customizer system.

    We’ll talk about setting up the Character Blueprints for the Character Customizer. We’ll then go on to discuss how to implement your morph targets into the Character Customizer system. Then once we’re ready we’ll begin setting up our first race menu. To assist with setting up the race menus in the Character Customizer system we’ll make use of several different slider type templates. The templates are designed in a manner that makes menu creation a breeze.

    The process for using the templates is as easy as connecting the dots. The slider templates not only handle the visible changes to the character but also handle saving the changes so they can be reloaded through the Morph Actor All blueprint.

    Examples of different slider types include the Single Morph Slider template which handles a single morph from zero to one. The Double Morph Slider Template which can handle two different morphs at the same time. The Negative to Positive Morph Slider Template which morphs the target from -1 to positive 1. The Morph Swapping Template which can be used to swap between several different morph targets. The Morph Snapping template which can be used to swap different material parameters or even switch different meshes such as hair and clothing models on the character. The possibilities are endless.

    Once we have the first race menu setup we’ll go on to discuss how we can use the Character Customizer to apply customizations to NPC Characters. You’ll not only be using this system to customize the player character but also to customize the NPC’s in your game. That is the beauty of the Character Customizer system. And if all that’s not enough, the design of the Character Customizer is setup so your players will be able to share their character presets.

    If you were looking for a solution to handle the character customization for your customizable characters, this is it.

    Please note that the character featured in the video is not included in this system. This is a blueprint system only.
    Last edited by Nightasy; 10-28-2015, 03:26 PM.

    #2
    Originally posted by Nightasy View Post
    The only thing you need in order to use the Character Customizer is customizable character models.
    Hello Nightasy. Do you intend to supply Custom Character Models for the System? For me, Content is the greatest challenge particularly the Customizable Character Models, Armour/Clothing, Accessories.

    Good Luck to you with the submission.
    GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

    Comment


      #3
      Originally posted by TechLord View Post
      Do you intend to supply Custom Character Models for the System?
      This particular package is entirely blueprint. It's universal in design so it can be used with any customizable character type. I'm not specialized in Character Modeling myself. My specializations are in environmental modeling, prop modeling, clothing, armors (I'm actually really good at clothing and armors, that's kind of my major forte), animation and of course, scripting. But again, this package is entirely blueprint.
      Last edited by Nightasy; 08-22-2015, 08:43 AM.

      Comment


        #4
        Originally posted by Nightasy View Post
        This particular package is entirely blueprint. It's universal in design so it can be used with any customizable character type. I'm not specialized in Character Modeling myself. My specializations are in environmental modeling, prop modeling, clothing, armors (I'm actually really good at clothing and armors, that's kind of my major forte), animation and of course, scripting. But again, this package is entirely blueprint.
        Thanks for the response Nightasy. I'd highly encourage supplying Custom Character Asset Packs for the system. The challenge for me is authoring or finding characters in marketplaces for customization. Without Character models, I can not use the system.
        GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

        Comment


          #5
          Well, perhaps if the system gets released on the marketplace it might encourage character artists to do just that. Like I said before, character modeling isn't my field. I remember reading somewhere on the forums that Epic games said the marketplace was in need of more Character models. Perhaps this package could help to encourage other asset developers to explore the venue. As it stands now, if this gets released on the market, it will be the first of it's kind and that might be enough to spark the interest of character modelers. Kind of opening the door if ya know what I mean.

          It would be nice to start seeing some character models on the market complete with morph targets, etc.
          Last edited by Nightasy; 08-22-2015, 10:18 AM.

          Comment


            #6
            A few questions:

            1. Can NPCs be customized without the game running? The last time I tried it it wasn't possible since morph targets had to have the game running to be applied.
            2. Does this play nice with facial animation? Any snags in that area?
            [Submitted] Advanced Data Validation

            Comment


              #7
              Originally posted by DamirH View Post
              A few questions:

              1. Can NPCs be customized without the game running? The last time I tried it it wasn't possible since morph targets had to have the game running to be applied.
              2. Does this play nice with facial animation? Any snags in that area?
              1. I'm not sure I understand the first question. Are you asking me if it is possible to morph NPCs in the viewport?

              2. I don't see why it wouldn't. The character customizations are applied to NPC's at the game's initial load. I can't think of any reason why facial animations would be a problem. In my testings there were no issues with the morph targets interfering with facial animations.
              Last edited by Nightasy; 08-22-2015, 10:43 AM.

              Comment


                #8
                What I'm asking in the first question is whether or not it's possible to apply customization to characters without the game running?
                [Submitted] Advanced Data Validation

                Comment


                  #9
                  As to my knowledge, it is not possible to apply morphs to NPCs without the game running. I believe that is a current Engine limitation. Ergo, there is no way to morph NPCs and see those morphs in the viewport window. If I am wrong about that, anyone can feel free to correct me.

                  Comment


                    #10
                    cool.

                    "The only thing you need in order to use the Character Customizer is customizable character models. For instance, models with different morph targets, hair types, clothing types and that sort of thing. "

                    are you providing like 10 different base models of various gender and species with the package for people that don't know what you mean by this statement? Might help your sales+support in the long run.
                    Snap-In Systems: <<< CLICK
                    | Inventory (Battle Royale) |Smart Select Box | Ready Game Modes | Handy Macros | Gun Weapon System |Simple Mesh Outliner |

                    Comment


                      #11
                      Originally posted by thankstipscom View Post
                      cool.
                      are you providing like 10 different base models of various gender and species with the package for people that don't know what you mean by this statement? Might help your sales+support in the long run.
                      The package is entirely blueprint. The only model that is in the package is a placeholder that has some morph targets on it which was used for testing. Customizable models are not being provided. I did my best to keep this as light weight as possible when it comes to things like that because I wanted to keep the cost of the package down as well as keep it simple to integrate. The more placeholders I add, the more placeholders that have to be well, replaced during implementation. For instance, during one of the revisions of this script I had several morph sliders for the placeholder in various menus. When I began testing integration I realized that all those sliders were a hassle because I had to keep removing them as I integrated it into various projects.

                      What I mean to say is, this sort of thing is best kept light weight. Providing customer support won't be a problem either, I've revised these scripts several times as I polished this system so I know it inside and out. Not to mention that the package also comes with a 20 video long tutorial series explaining every aspect of the scripts. And, I don't mean to sound like an uppidy up but if someone does not understand the prerequisites of a package then it would be their own fault for buying a package without meeting the prerequisites. Building a game is like building anything else, for instance, a computer, you wouldn't buy a CPU without understanding what LGA sockets are. Then again it's not like a non-customizable character couldn't be made customizable. It would be a simple matter of throwing it into a 3d package, creating some morph targets and exporting it again.
                      Last edited by Nightasy; 08-22-2015, 10:41 PM.

                      Comment


                        #12
                        Originally posted by Nightasy View Post
                        The package is entirely blueprint. The only model that is in the package is a placeholder that has some morph targets on it which was used for testing. Customizable models are not being provided. I did my best to keep this as light weight as possible when it comes to things like that because I wanted to keep the cost of the package down as well as keep it simple to integrate. The more placeholders I add, the more placeholders that have to be well, replaced during implementation. For instance, during one of the revisions of this script I had several morph sliders for the placeholder in various menus. When I began testing integration I realized that all those sliders were a hassle because I had to keep removing them as I integrated it into various projects.

                        What I mean to say is, this sort of thing is best kept light weight. Providing customer support won't be a problem either, I've revised these scripts several times as I polished this system so I know it inside and out. Not to mention that the package also comes with a 20 video long tutorial series explaining every aspect of the scripts. And, I don't mean to sound like an uppidy up but if someone does not understand the prerequisites of a package then it would be their own fault for buying a package without meeting the prerequisites. Building a game is like building anything else, for instance, a computer, you wouldn't buy a CPU without understanding what LGA sockets are. Then again it's not like a non-customizable character couldn't be made customizable. It would be a simple matter of throwing it into a 3d package, creating some morph targets and exporting it again.
                        Hi Nightasy, I really like your comprehensive package, especially the tutorials. Is there a tutorial for creating customizable character for the system included? If so, what 3D authoring Package? I personally use Blender. I would consider a purchase based on that alone.

                        I have to level with you. I'm a hardcore advocate of systems like this and posted about this very topic a few days ago in this forum. In fact, I'm a proficient blueprint scripter whos formed a team of game devs (BP App Gurus) to specifically develop BP-based Editor Applications coupled with a supply stream of assets designed to be interchangeable and customizible.

                        Editor + Content Supply (visa versa) has been a winning business model for DAZ3D. In fact they give away their Editor, generating continuous revenue from producing upgrades, base-models, wearables, and accessories 3d assets and materials packs/bundles. The monetization model is similar to Item Malls found in games. This is my inspiration.

                        So the following is just my two cents: To truly be a complete Player and NPC customization solution all wrapped into one solid package, it must be supplied customizable character models (armor, clothing, accessories, materials, and effects are a bonus). Without a supply of models, you're competing against the FREE Character Customization templates already released.

                        Would you possibly consider collaborating with an Art Vendor to supply the system assets? If so, I have referrals. I'm also open to collaboration with you in development of Editor Applications for other types of Customizable Entities: Creature|Face|Body, Armor, Melee/Fire Weapons, Props|Furniture, Crafts/Vehicles/Machines/Hybrids, Level Architecture/Structures. Perhaps we could extend on your current CCS design.
                        GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

                        Comment


                          #13
                          I don't have any tutorials on creating customizable characters. The tutorials focus specifically on the use of the Character Customizer system as well as the implementation.

                          I'm very familiar with Daz3d and have actually considered making clothing models for their program. I hear it's good money. They don't just give away the program, they often give away the Genesis/Vicky body models during certain times of the year. I myself happen to have a very hefty Daz3d library.

                          I've never seen that package before but I've checked it out and I do not see it as competing with the scale of the Character Customizer. The functionalities within the Character Customizer go far beyond what is provided in that package. Not saying anything bad about it, just saying that the functionality doesn't compare. If you download it and check it out you'll see that all that free package is, is a skeleton widget that applies a few morphs to targets. This system here can handle 20 completely custom character models. It's capable of expanding. It comes with multiple slider templates, many of which only require connecting a few dots. It's capable of saving variables on a massive scale, it's capable of allowing NPCs to be customized and saved. It's capable of retrieving as well as applying morphs to the NPCs and Player character in the game. It's capable of retaining the presets for the player character for every race, meaning you can swap the player pawn, customize a different player pawn and then swap back, and your previous pawn still looks like it did before you changed races. Just to name a few major differences between that free package and this one.

                          Now let me iterate something to you. Yes, this is truly a complete blueprint solution to NPC and Player customization but what it is not is a game. Developers need to provide their own assets to make use of the this "complete" solution. A common requirement present with every blueprint on the market. It's not a game, it's not a bunch of models, it's a blueprint system that solves the question, "How can I go about applying all the character customization to the customizable character models in my game?", "The models, that I already own or can acquire at any given time." The market this package is catered towards allows for a more broader spectrum of clients.

                          When I play one game, that game has it's own character models, then when I play a different game, that different game has it's own character models. It is actually VERY rare for two games to have the same character models in it. So the question then becomes why? Why go through the process of developing a character model for this system, increasing the cost to cover the additional labor, only to sell the package to a developer that will strip out that model anyhow and use their own? Game Developers typically desire unique character models that fit the style of their game. It's even considered bad form to use the same character models across different titles.

                          Now I get where you're coming from, and I am in total agreement with your philosophy of pro interchangeable and customizable assets. I just feel that as it stands now, it is about as interchangeable and customizable as it could possibly get. However, now that this system is available it can serve to encourage character modelers to release customizable characters for the Unreal Engine. Considering that now a comprehensive and complete blueprint system for handling customizable characters has been made available.

                          All that being said, if someone comes along with a Human Male and Human Female customizable character as pretty as what you'd see from an entity like Daz3d. Then I'm more then willing to talk business. There is definitely a market there and I'd be interested in a sit down.
                          Last edited by Nightasy; 08-23-2015, 04:15 AM.

                          Comment


                            #14
                            Im thinking about if i can make character customizer gui look like tera or black desert, if i can it 'll be my solution

                            Comment


                              #15
                              The GUI that you are seeing in the video is just the default widgets. You can completely customize it and make it look however you want. The layout and design is entirely up to you. I do suggest going through the in-depth tutorial series first though, that way you'll have a good idea of how everything works. I'm actually putting together a GUI myself using this system to help show it off a bit more. I'll share any widget graphics I make such as slider textures and whatnot. Like I said, what you are seeing in the video is not using any textures so it looks plain. It was just for demonstration.

                              The package does come with several slider templates that can be used as is or can be adjusted to fit your needs. There's functions that can be reused in any given situation. I'm always available to answer any questions regarding the system such as how to switch up a slider template or make a slider do something else, or even change a slider to a button. The system is capable of just about anything.
                              Last edited by Nightasy; 08-23-2015, 09:17 PM.

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