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Post by hobbycoder on Jul 8, 2020 23:49:03 GMT
I updated the script for the Clothing System V0.2 -Supports multiple materials(in case your clothing asset requires two or more materials) -Added physical reduction.. Here is the link for those who want to try.. gum.co/KhLDNNote: More features will be added.. a) Elemental Damage Reduction b) Might add base stat system (level progression),
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Post by hobbycoder on Jul 9, 2020 0:52:33 GMT
Meet my new character
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zeker
Junior vMember
Posts: 47
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Post by zeker on Jul 15, 2020 21:50:50 GMT
Are you using multiple Skinned mesh renderers for the clothing parts? or any other way?
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Post by kingceryn on Jul 16, 2020 4:12:42 GMT
Can't quite get this to work. only seems to change the material on a skinned mesh renderer thats already in the heirarchy. Can't get the model to change at all.
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Post by hobbycoder on Jul 16, 2020 7:28:48 GMT
kingceryn hi, can you email me a clip of your set up? be glad to help..will still create a PDF document of the set up..
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Post by hobbycoder on Jul 16, 2020 7:51:13 GMT
zeker, it depends on your character setup..if it has multiple skinned mesh like for example synty modular..hope I get what you mean..
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Post by hobbycoder on Jul 16, 2020 9:54:16 GMT
For those who still have a hard time setting up this sytem..You can follow this video slowly..Just apply it to your own character.. Plan to have a manual in PDF soon..
Here i just set Hair, Shirt and Shoes..just an example but you can still add
If you still having difficulty setting up your character, just email me at myhobbycoding@gmail.com..Thanks..
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Post by hobbycoder on Jul 16, 2020 10:12:00 GMT
Continuation from previous video..Here's how I set up a helmet from other character(Synty) to this character(Liam)..
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zeker
Junior vMember
Posts: 47
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Post by zeker on Jul 16, 2020 20:12:24 GMT
My questions is mostly if you are using a different skined mesh renderer for each clothing part, so a character with 5 clothing pieces will have 6 Skinned mesh renderers in total, or if you are using a different approach for the clothing.
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Post by hobbycoder on Jul 16, 2020 21:52:57 GMT
this approach is basically you replace the skinned mesh renderer (for example hair) with new skinned mesh (hair), so if a character has 3 skinned mesh for cloth part, (Pants, Shirt, Shoes) ..it will still be 3 skinned mesh after changing each part..You don't need to add all the skinned mesh renderers in the hierarchy and enable and disable them.. In fact, I removed the extra skinned meshes and just leave one..For example, if a character has 20 different shirts in the hierarchy..you remove the 19..and use one only, then the clothing system will handle the replacement..If you notice the video above, the number of skinned mesh is still same..except of course if i want to add one more mesh like I did in the last video above where I add a helmet from other character..
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Post by kingceryn on Jul 17, 2020 1:37:06 GMT
this approach is basically you replace the skinned mesh renderer (for example hair) with new skinned mesh (hair), so if a character has 3 skinned mesh for cloth part, (Pants, Shirt, Shoes) ..it will still be 3 skinned mesh after changing each part..You don't need to add all the skinned mesh renderers in the hierarchy and enable and disable them.. In fact, I removed the extra skinned meshes and just leave one..For example, if a character has 20 different shirts in the hierarchy..you remove the 19..and use one only, then the clothing system will handle the replacement..If you notice the video above, the number of skinned mesh is still same..except of course if i want to add one more mesh like I did in the last video above where I add a helmet from other character.. AH, so maybe this is whats stopping me- do the skinned mesh renderers need to be there on IMPORT? like all bundled into the armature, and then you remove them in the scene but instantiate them basically? I've been trying to import separate ones. Ill try that way!
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Post by kingceryn on Jul 17, 2020 1:37:45 GMT
this approach is basically you replace the skinned mesh renderer (for example hair) with new skinned mesh (hair), so if a character has 3 skinned mesh for cloth part, (Pants, Shirt, Shoes) ..it will still be 3 skinned mesh after changing each part..You don't need to add all the skinned mesh renderers in the hierarchy and enable and disable them.. In fact, I removed the extra skinned meshes and just leave one..For example, if a character has 20 different shirts in the hierarchy..you remove the 19..and use one only, then the clothing system will handle the replacement..If you notice the video above, the number of skinned mesh is still same..except of course if i want to add one more mesh like I did in the last video above where I add a helmet from other character.. That video helped! thanks! I'll happily refer people to this add on!
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Post by hobbycoder on Jul 17, 2020 10:47:24 GMT
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zeker
Junior vMember
Posts: 47
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Post by zeker on Jul 17, 2020 13:34:36 GMT
Oh, got it, you are using the same system as i do. I just asked cause there seems to be a way to put all clothing in a single skinned mesh renderer optimizing it, but i haven't found how to do that and not screw materials/blendshapes.
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Post by hobbycoder on Jul 17, 2020 14:06:46 GMT
Oh, got it, you are using the same system as i do. I just asked cause there seems to be a way to put all clothing in a single skinned mesh renderer optimizing it, but i haven't found how to do that and not screw materials/blendshapes. @ zeker , there's a way to optimize it, just baked them into one. .. This character was optimized from 16 visible skinned mesh to 1.
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