Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

[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):

  1. Skeleton joints for facial expressions and blendshapes for customizing facial features, size and shape of chin, nose, forehead etc etc? Or vice-versa?

  2. What is the most recommended approach: customize body parts in maya, apply 'combine' to combine all meshes, delete history, freeze transforms etc, skin, then export (saving lots of different files, one for each kind of NPC character)? Or make a mini-editor in-game where I can switch parts, assemble a character then save the result to a text file that a script can call during level loading etc? Or import a character in Unreal Editor with all possible body parts included and skinned to the skeleton, then manually hide, unload etc the parts I don't want for a given character that is part of a blueprint instance? Or another approach?

  3. If the different body parts are loaded as different meshes, does it affect rendering performance too much if compared to a single-mesh character exported from maya?

  4. And for customizing textures, using layered materials for scars, tatoos, beards etc... Any recommended approach and workflow?

  5. Is it feasible to have the characters hairs use tech like that in the Samaritan demo - poly planes with alpha-transparent textures placed where you have hair guides in maya etc? It would be nice to use this kind of tech even if we use a low-res low-density approach (a few poly plane stripes). It may end up looking like the standard way of doing low-poly characters hair at a distance, and when closer to camera, the LOD for the hair would change to a denser and finer look. A benefit I see would be being able to customize hair growth of characters, for instance.

Thanks in advance.

Product Version: Not Selected
more ▼

asked Mar 11 '14 at 02:54 AM in Blueprint Scripting

avatar image

ue4-archive ♦♦ STAFF
49.9k 3658 1983 9111

(comments are locked)
10|2000 characters needed characters left

The question has been closed Oct 03 '14 at 05:16 PM by Jonathan Dorman for the following reason:

Beta question

3 answers: sort voted first


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.

Thank you.

more ▼

answered Oct 03 '14 at 05:16 PM

(comments are locked)
10|2000 characters needed characters left

Hi Athos,

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.



more ▼

answered Mar 11 '14 at 02:54 AM

avatar image

ue4-archive ♦♦ STAFF
49.9k 3658 1983 9111

(comments are locked)
10|2000 characters needed characters left

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.

more ▼

answered Jul 15 '14 at 09:26 AM

avatar image

142 37 40 69

(comments are locked)
10|2000 characters needed characters left

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question