Thanks. I have another questions.
By Master/Slave Pose Componenet system, do you mean importing mesh splited into parts, then creating blueprint with master component (let’s say simple plane or box riged to skeleton), and then on top of it adding our character parts ?
If master component is supposed to contain entire bone structure, doesn’t it make it redundant ? For example, entire skeleton for all cases might have even 400+ bones, to accommodate various possible cases.
I’m not sure about it, but with even few (10-20) characters on screen, with such complex skeletons, would probably cause an issues.
Is it not possible to let’s say create master skeleton that contain all possible bones, which are connected, and then before exporting split it, into modules ? Like:
-base body (arms, chest etc).
-Hair.
-Armor parts.
-other possible attachments.
And then at runtime, attach to base base body, other bones, that fit into skeleton structure ?
So the characters that doesn’t need anything special, would use only simple skeleton, and those who need more complex animations, would use other parts of skeleton.
Or another case. Let’s say I create various skeletons that have the same core bone structure (for body), and differs with bones for attachments and other special cases,
Is it possible to use them, with the same animation blueprints and body parts that are bind to different skeleton variation of the same base skeleton ?
I think it’s not possible, but haven’t tested it, to be 100% sure.
I ask because, especially if the last paragraph is not possible, it forces us to create various skeletons, (or ultimate skeleton), for different characters that sometimes doesn’t differ that much.
It would be huge time saver if we could, attach skeleton parts on runtime, especially for games that want to have robust character customization (and who doesn’t want it ?). Because once we have created our modules, we could just composite them directly inside engine, without worrying that mesh have to many bones, or it will not fit, because it have 3 more bones in different place for gun (;.