PSUnreal Art: Difference between revisions

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== Naming convention for Characters ==
[[Naming Conventions]]
 
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 ==
== Art ==

Revision as of 00:13, 29 February 2020