Difference between revisions of "Naming Conventions"

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(Created page with " == Naming convention for Characters == Should be stored inside /Content/Characters/<race mesh name> (for example dermf , klyrosm) Subdirectories: * Material ** naming: <rac...")
 
Line 73: Line 73:
* 5 = Feet
* 5 = Feet
* 6 = Eyes
* 6 = Eyes
* 7 = Torso plate

Revision as of 20:04, 21 November 2020

Naming convention for Characters

Should be stored inside /Content/Characters/<race mesh name> (for example dermf , klyrosm)

Subdirectories:

  • Material
    • naming: <race mesh name>_<body part>_<variation>_Mat (ex.: dermf_torso_chainmail_Mat)
  • Mesh
    • naming: <race mesh name>_<body part> (ex.: dermf_torso, dermf_torso_plate)
  • Texture
    • naming: NOT MANDATORY but we can use <race mesh name>_<body part>_<variation>_T_<type of texture>
  • Animation
    • naming: NOT MANDATORY but we can use <race mesh name>_<animation>

The standard <race names> are:

  • DermF
  • DermM
  • EnkiF
  • EnkiM
  • FYnnwn
  • KlyrosM
  • KlyrosF
  • Kran
  • LemurF
  • LemurM
  • NolthrirF
  • NolthrirM
  • StonebF
  • StonebM
  • YlianF
  • YlianM
  • Ynnwn


<body part> are:

  • hair
  • head
  • arms
  • hands
  • torso
  • legs
  • feet
  • eyes
  • wings
  • robe
  • arms_plate, torso_plate, hands_plate, legs_plate, feet_plate

<variation> are:

  • leather
  • chainmail
  • platemail

Sockets setup on the skeleton are:

  • helm
  • righthand
  • lefthand
  • rightarm
  • leftarm
  • spellSpawn (used to center spells when hitting a target)

Naming Convention for Skeletal Meshes inside Character Blueprint

The name of the Skeletal meshes added as sub components to the main mesh inside the Character Blueprint can be as you want, BUT the meshes should be listed in a specific order, which will correspond to the INDEX used by the code to switch textures or geometry on those.

The sequence is:

  • 0 = Torso
  • 1 = Head
  • 2 = Arms
  • 3 = Hands
  • 4 = Legs
  • 5 = Feet
  • 6 = Eyes