Every Artful3D Character is made by a set of bodyparts.
All bodyparts are weighted to one skeletal rig.
If you have setup only one rig for modular skeletal meshes in your Game Engine, you can use all bodyparts of the Artful3D Character- System simply by drag and drop.
All bodyparts always fit together.
The main bodyparts:
Hat or helmet
Chest (belts or armor)
To manage the Meshes, Artful3D uses a simple storage system.
Therefore all Bodyparts have a code.
Body = the slot of your modular charakcter rig
Coat_1 = type and current number of the part
_S1 = type of section *see below
The Artful3D-Rig corresponds to the Unreal 4 mannequin rig.
a simple game rig with
twist-bones for arms and legs
IK-bones for hands and feet,
assigned to the rig with no assigned weighting vertex groups
By default all axes are
All unreal mannequin rig animations run at the Artful3D rig.
All Artful3D Character bodyparts use shape keys- morph targets
The shape keys for the bodyparts:
Breast (mainly Woman)
Mass (for clothing volume)
All bodyparts and all morphs fit together.
There are six skin colors available that match with all bodyparts.
The Eyecolor is freely variable.
Stubblehair and stubblebeard are variable.
The Eyebrows are variable.
As in real live, not all garments can worn together as desired.
For example, you can not wear long, wide pants or jackets with tight kneeboots or long gloves.
So it is with the game charakter.
To enable a wide variety of possible garments, Artful3D-Characters uses a simple section system.
4 3 2 1
All legs are numbered from 1 to 4
All bodys are numbered from 1 to 4
All hand and foot bodyparts also numbered accorfdingly.
Bodyparts without numbering can be worn with all others.
You can wear all 1-4 numbered hands and feet with the same or higer numbered body and legs.
You can wear all 1-4 numbered body and legs with the same or lower
numbered hands and feet.
In some cases you also cant wear:
Shoulders, Armor or Belts
No Shoulders = S6
No Belts = S7
No Chestgear, Armor, Chestbelts = S7
This system is necessary to allow as much diversity as possible without being monotonous.
The Matching Number is the last point in the name of the asset.
S means Sektion 1-4 is the number of Sektion
Body_Coat_1 means the coat number one
You can wear...
You cant wear e.g. Hands_Bracers_1_S4
They are too long for the sleeves of the Body_Coat_1_S3 and will glitch through the fabric of the sleeves.