PSUnreal Art: Difference between revisions
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* rightarm | * rightarm | ||
* leftarm | * leftarm | ||
* spellSpawn (used to center spells when hitting a target) | |||
== Naming Convention for Skeletal Meshes inside Character Blueprint == | == Naming Convention for Skeletal Meshes inside Character Blueprint == |
Revision as of 15:16, 2 January 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
- 7 = Torso plate
Art
Character rigging - setting up a character in blender to be used with the standard ue4 skeleton