Still a WIP.
Somewhere around 400 hours and 10,000 lines of code
Pros
-Basically unlimited characters!
-Easily add new Models
-Use same Rig and FaceFX on all Characters
-Save/Load Characters
-Randomization
cons
-Pain in the A$$ to setup!
![]()
Still a WIP.
Somewhere around 400 hours and 10,000 lines of code
Pros
-Basically unlimited characters!
-Easily add new Models
-Use same Rig and FaceFX on all Characters
-Save/Load Characters
-Randomization
cons
-Pain in the A$$ to setup!
![]()
Last edited by skydew; 05-02-2012 at 05:42 PM.
looks great! (kinda like what I eventually want to achieve with my game)
I have only 2 problems with it: the camera looks too far for face editing (and then you have this weird zoom). and you are allowing for some extreme values which leads to possible horrible characters, which hurts art direction
are you using morph targets for this? how resource-expensive is it?
- Chosker
Elium - Prison Escape - See the intro cutscene!
My development blog - videos, images, tutorials.
[RPG Inventory Starter Kit] (WIP)
---------------
Tutorials:
- Custom Hardware Cursor: cool and smooth mouse
- Working AnimNodeBlendDirectional alternative: no more glitches!
- How to make a non-looping AnimTree anim always play from the start
- How to re-bind keys in-game
- Using BoneBreak for dismemberment
- Replicating Custom Anims to all clients
Hey Chosker, thanks for the feedback. the camera currently is just tied to the players head, which is actually pretty cool cause you can run around levels editing characters in real time. As for the zoom I just lowered the FOV so you could get a better look at the face your editing. Both these can be easily changed in the futureAnd your right the character values are extreme, but can be easily clamped in the code. I wanted to make sure I had more then enough room for play (for any really strange characters I want to create), then I could limit it later. Below is an example of the defaults for the male random character. These are more just test values for now and will be fined tuned later. Its weird, because since its random sometimes you get a whole bunch of really cool looking characters at once and other times you get a whole bunch of crappy looking ones. I wasn't very impressed with the random faces in the video this time, but I was lazy and didn't want to re-film. And no I'm not using morphs cause I didn't want to keep recreating them for each new mesh. As for resource- expensive I haven't had a whole bunch of time to do tests, but it seems ok so far and I haven't setup any character LODs and what not yet.
Code:Rand_Male_Max={ (BodyScale=(Min=140,Max=160),HeadScale=(Min=240,Max=260), Eye=(H=(Min=450,Max=550),W=(Min=450,Max=550),D=(Min=450,Max=600),P=(Min=500,Max=500),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=230,Max=270)), Nose=(H=(Min=350,Max=600),W=(Min=500,Max=500),D=(Min=450,Max=550),P=(Min=450,Max=550),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=230,Max=270)), Nose_Start=(H=(Min=450,Max=550),W=(Min=450,Max=600),D=(Min=400,Max=600),P=(Min=450,Max=550),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=240,Max=260)), Nose_Bridge=(H=(Min=400,Max=600),W=(Min=450,Max=550),D=(Min=400,Max=600),P=(Min=400,Max=600),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=230,Max=270)), Nose_Tip=(H=(Min=350,Max=650),W=(Min=500,Max=500),D=(Min=350,Max=530),P=(Min=490,Max=510),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=200,Max=300)), Nostril=(H=(Min=450,Max=550),W=(Min=420,Max=650),D=(Min=450,Max=550),P=(Min=400,Max=600),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=200,Max=300)), Nose_Bot=(H=(Min=450,Max=550),W=(Min=500,Max=500),D=(Min=450,Max=550),P=(Min=400,Max=600),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=240,Max=260)), ForeHead=(H=(Min=500,Max=600),W=(Min=400,Max=600),D=(Min=450,Max=550),P=(Min=490,Max=510),Y=(Min=500,Max=500),R=(Min=480,Max=520),S=(Min=240,Max=260)), Brow_L=(H=(Min=500,Max=500),W=(Min=400,Max=600),D=(Min=500,Max=500),P=(Min=500,Max=500),Y=(Min=500,Max=500),R=(Min=490,Max=510),S=(Min=250,Max=250)), Brow_R=(H=(Min=500,Max=500),W=(Min=400,Max=600),D=(Min=500,Max=500),P=(Min=500,Max=500),Y=(Min=500,Max=500),R=(Min=490,Max=510),S=(Min=250,Max=250)), Cheek_top=(H=(Min=450,Max=550),W=(Min=450,Max=550),D=(Min=450,Max=700),P=(Min=500,Max=500),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=250,Max=250)), Cheek_Bot=(H=(Min=450,Max=550),W=(Min=450,Max=550),D=(Min=450,Max=550),P=(Min=500,Max=500),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=250,Max=250)), Jaw=(H=(Min=350,Max=650),W=(Min=450,Max=550),D=(Min=450,Max=550),P=(Min=500,Max=500),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=250,Max=250)), Chin=(H=(Min=350,Max=650),W=(Min=350,Max=650),D=(Min=450,Max=550),P=(Min=500,Max=500),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=220,Max=280)), Ears=(H=(Min=350,Max=650),W=(Min=450,Max=650),D=(Min=450,Max=550),P=(Min=450,Max=550),Y=(Min=450,Max=550),R=(Min=490,Max=510),S=(Min=200,Max=280)), Ears_Tip=(H=(Min=500,Max=500),W=(Min=500,Max=500),D=(Min=450,Max=550),P=(Min=400,Max=600),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=230,Max=270)), Ear_Lobe=(H=(Min=490,Max=510),W=(Min=490,Max=510),D=(Min=450,Max=550),P=(Min=500,Max=500),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=250,Max=250)), Mouth=(H=(Min=350,Max=650),W=(Min=500,Max=500),D=(Min=450,Max=550),P=(Min=500,Max=500),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=200,Max=300)), BackHead=(H=(Min=450,Max=550),W=(Min=500,Max=500),D=(Min=450,Max=550),P=(Min=500,Max=500),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=230,Max=270)), FrontHead=(H=(Min=450,Max=550),W=(Min=500,Max=500),D=(Min=450,Max=500),P=(Min=500,Max=500),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=240,Max=270)), SideHead=(H=(Min=350,Max=650),W=(Min=350,Max=650),D=(Min=450,Max=550),P=(Min=400,Max=600),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=230,Max=270)), TopHead=(H=(Min=450,Max=550),W=(Min=500,Max=500),D=(Min=450,Max=550),P=(Min=400,Max=600),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=230,Max=270)), SkullBack=(H=(Min=450,Max=550),W=(Min=500,Max=500),D=(Min=450,Max=550),P=(Min=400,Max=600),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=230,Max=270)), Neck=(H=(Min=500,Max=500),W=(Min=300,Max=700),D=(Min=350,Max=700),P=(Min=500,Max=500),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=250,Max=250)), Brow_Lip=(H=(Min=500,Max=500),W=(Min=500,Max=500),D=(Min=500,Max=500),P=(Min=500,Max=500),Y=(Min=500,Max=500),R=(Min=500,Max=500),S=(Min=250,Max=250)) )}
Last edited by skydew; 05-02-2012 at 02:22 PM.
if you're not using morph targets, what are you using?
- Chosker
Elium - Prison Escape - See the intro cutscene!
My development blog - videos, images, tutorials.
[RPG Inventory Starter Kit] (WIP)
---------------
Tutorials:
- Custom Hardware Cursor: cool and smooth mouse
- Working AnimNodeBlendDirectional alternative: no more glitches!
- How to make a non-looping AnimTree anim always play from the start
- How to re-bind keys in-game
- Using BoneBreak for dismemberment
- Replicating Custom Anims to all clients
Bones Bones and more BonesIts a pretty complex setup.
This is one of the coolest things I have ever seen!
Last edited by LordNelson7; 05-02-2012 at 09:56 PM.
Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877
Excellent job man; I think you're using plenty of skeletal meshes and high polys for some reason, and very nice video too.![]()
“The internet to me is kind of like a black hole, and I never really go on it.” – Jennifer Lawrence
Private Tux Area (since Feb 13, 2013) | My UT2004 Voice Packs (For UT99/UT3 section.) | UT2004 and UT3 Map Reviews
UT2004 Voice Pack Creation Tutorial | Custom UT2004 Voice Pack Links | UTzone.de Downloads | Unreal Old Friends | @TuxAndroid93
Other UT2004 links that are not voice packs:
EGF UT2004 Full Releases Thread List | Public Icons Team Symbol Pack | LINK Model from The Legend of Zelda | Chuck Norris Model
Essential custom UT3 characters by euchreplayer23:
Transformers Character Pack | Video Game Character Pack | Girls of 'Gears of War' + Girls of 'Borderlands' + Other Character Packs
Please don't send me any questions via e-mail/PM on the Internet. I'm a busy man and no time to respond those messages.
To all UT2004/UT3/GOW modders, don't use GameFront because their FAQ is terrible and downloads not supported in some territories. Click here to find out how.
Awesome! Good Job!
How would you go about setting something like this up?
Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877
That would be a good guessyeah each character has to skinned a certain way.
Actually the meshes aren't what I consider really high poly or anything, the female is about 13,000 and the male like 12,000. Not too bad
Your editor is looking good. Keep it up, in the long run its worth it
Well as I said before its a pretty complex setup(pretty involved), with that being said Graylord is on the right track, start with skeletalcontrols and programming![]()
Bookmarks