Got the system in and working. Chaos collection are currently buggy and may have to use an actor wrapper workaround to prevent crashes. Will take another solid day to put the bow tie on this system and get back to completing the game. This is the hardest system to build because it's entirely about "what is" the best…
I'm a game and vfx vet. Paid off my student loans working at others God forsken companies. Tomorrow I'll have something more important to show than a key base mesh zbrush model for express character development.
The next step is bow tie up an old code experiment I created in Unreal with Chaos. It's a simple character destruction system that is really fun and good-looking. Youtube video of it in action. Also finished up the key base char mesh in zbrush and even have the skel for it. https://youtu.be/zUZU3I5pI70?si=qFlhzeE_UVfGSGyv
Pinned down the complete work flow with control rig. Create the pose and intended animation function in control rig itself, then send only the working point controls. Handle the control rig no differently than a bake animation in anim bp. Use the character bp to do the timing. It's very clean. My strategy is duplicated…
Just finished the nude base character model with all the sections and time saving symmetry. I use a socket system I came up with in UE5 so there is no skinning only snapping. It's just hard weighted overlapping parts. I use code to assemble it all together. The reason for this is so I can have fully destructible meshes and…