[Closed] [Question] Character customization system: Questions
I'm not yet trying to implement a character customization system, but planning ahead (I'll need it for my game)... I'd like to know from Epic devs what do you think is the most recommended way to implement a system like this in a game made with Rocket (I'm not asking for specific implementations, only general design, approach etc specifically for 'Rocket's way' of doing it):
Thanks in advance.
asked Mar 11 '14 at 02:54 AM in Blueprint Scripting
ue4-archive ♦♦ STAFF
The question has been closed Oct 03 '14 at 05:16 PM by Jonathan Dorman for the following reason:
This is a question from the beta version of the engine. We are marking this answered for tracking purposes. If you are experiencing an issue similar to this please post a new question.
answered Oct 03 '14 at 05:16 PM
Thank you for your questions. The questions you are asking cover different areas of the editor and require different answers. For tracking purposes, I would like to ask if you could please break this down into separate questions. That will make it much easier to assign the correct people for answers.
answered Mar 11 '14 at 02:54 AM
ue4-archive ♦♦ STAFF
For facial customization , you can definitely use morph targets/blend shapes. It is the perfect way for what you desire. For other body parts , you can either use blend shapes , or you can use different skeletal mesh components , but I believe blend shapes will occupy less storage space , rather than having different mesh components.
I use morph target to create many instances of the same non playable character , to look like different guys. It is very helpful and saves lot of disc space , rather than to use lots of different skeletal meshes.
As for you hair question , I am trying to implement Nvidia's HairWorks into UE4, as the mane hair of my horse, will let you know about the performance , if I succeed into doing so.
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