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Coin 5.1 Char ‌‌‍‍‎ Update Character Customizer v6

The big changes are
- Characters now use the UE5 skeleton and have been shaped to the exact proportions of the MetaHuman tall normalweight models for better compatibility. This also means that MetaHumans can use CC clothes and vice versa
- The Discord version of the project includes 12 MetaHuman presets (from the City Crowds demo), but you can fairly easily add your own MH heads and grooms
- The CC characters now have ARKit compatible FACS blendshapes and Oculus VR compatible lipsync blendshapes
- There's now just a single character class called CC_Customizable_Character which sets its properties through a Data Asset
- Shifted over to new input system
- A lot of superfluous stuff has been removed from the project and most blueprints have been simplified
- Movement has been separated from the character blueprint to its own component
- Combat and driving have been removed for the time being until I'm able to implement them better
- Modifying the customization menu now works through simple drag and drop
- Apparel now has support for tinting with up to 4 tints per item, as well as a texture parameter for prints
- Body morphs have made a return, at least partially (you can make characters fat)
- Randomization has been improved a lot and can now be used to generate reasonable looking characters with one click
- To that end there's a new crowd system. It will automatically spawn pedestrian characters at different spawn points and manage tick rates and quality options based on view and distance. You should now be able to have a few hundred characters in the level without the game thread dying
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In the latest version (5.2) there's an issue when not using manual loading (ie when placing a player character in the scene) which breaks the asynchronous loading of apparel/hair. The solution is to disconnect the "Load in viewport"-commented nodes in CC_Base_Character construction script, or otherwise limiting the async loading process to only run once at a time

In UE5.1, Epic changed the CharacterMesh collision preset to ignore visibility for whatever reason, so if you want to use weapons you need to set the preset on Mesh in CC_Base_Character to Custom and set visibility to block
Latest update: 5.1
- new main menu with character selection, options, etc
- added support for groom assets as well as a number of groom hairstyles, can be activated by pressing G in the menu or by setting the "Use Groom" map in the component
- added a randomizer menu with various kinds of randomization, can also be accessed outside the menu by manually running the randomize functions in the component
- updated character models, textures, hair, presets, FACS shapes
- new environment
- new animations for walking and interacting, sitting down/up, entering/exiting the car
- more advanced NPC behavior, NPCs can now walk around and interact with the world, driving and sitting and talking etc
- NPCs walking around will stumble if you run into them
- new autopilot mode for the car, the car can now drive along splines on the road meshes
- new dummy character that shows off some alternative ways of setting up the menus, has a few different hats it can equip
- new flashlight tool
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