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Writer's pictureVinny

Saturday Session (III)

Today's session was focused on introducing modular characters and equipment into the game. I began by implementing a modular warrior into the game from Xandra. Her work is phenomenal and fit the style I was envisioning perfectly. It took a while to adapt the example into my own setup, but I think the results were worth it!


Characters configured using Xandra's modular framework

A few citizens of Anduraen configured using Xandra's modular framework

In addition to implementing this great asset, I learned a lot about blueprint interfaces, abstract classes, and was humbled by several crashes today while trying to work through the integration.


Here are some of the other things I accomplished:


  • Adjusted first person camera FOV so it would not cause a distortion when switching between first and third person views

  • Checked out XANDRA's warrior configurable character

  • Learning about blueprint interfaces and their implementation

  • Allowed curves to propagate to followers for the leader pose component

  • Updated equipment Enum to include new configurable slots

  • Setup hierarchy for modular components to work properly

  • Morph targets for various areas of the face and body

  • Character customization is now working in the modular character blueprint

  • Hair color

  • Hair removal

  • Eye color

  • Clothing colors

  • Armor colors

  • Skin color

  • Lip color


I also introduced a bug where running looks goofy when using the newly modified modular blueprint. I presume it has to do with the upper vs. lower body separation in the animation blueprint. I've added that to my list for things to consider tomorrow.


King Aric Ironheart preparing for battle within the walls of The Reach

Cheers,

Vinny

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