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| == Naming convention for Characters ==
| | [[Naming Conventions]] |
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| Should be stored inside /Content/Characters/<race mesh name> (for example dermf , klyrosm)
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| Subdirectories:
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| * Material
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| ** naming: <race mesh name>_<body part>_<variation>_Mat (ex.: dermf_torso_chainmail_Mat)
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| * Mesh
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| ** naming: <race mesh name>_<body part> (ex.: dermf_torso, dermf_torso_plate)
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| * Texture
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| ** naming: NOT MANDATORY but we can use <race mesh name>_<body part>_<variation>_T_<type of texture>
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| * Animation
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| ** naming: NOT MANDATORY but we can use <race mesh name>_<animation>
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| The standard <race names> are:
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| * DermF
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| * DermM
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| * EnkiF
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| * EnkiM
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| * FYnnwn
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| * KlyrosM
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| * KlyrosF
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| * Kran
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| * LemurF
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| * LemurM
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| * NolthrirF
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| * NolthrirM
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| * StonebF
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| * StonebM
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| * YlianF
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| * YlianM
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| * Ynnwn
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| <body part> are:
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| * hair
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| * head
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| * arms
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| * hands
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| * torso
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| * legs
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| * feet
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| * eyes
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| * wings
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| * robe
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| * arms_plate, torso_plate, hands_plate, legs_plate, feet_plate
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| <variation> are:
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| * leather
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| * chainmail
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| * platemail
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| Sockets setup on the skeleton are:
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| * helm
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| * righthand
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| * lefthand
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| * rightarm
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| * leftarm
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| * spellSpawn (used to center spells when hitting a target)
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| == Naming Convention for Skeletal Meshes inside Character Blueprint ==
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| 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.
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| The sequence is:
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| * 0 = Torso
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| * 1 = Head
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| * 2 = Arms
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| * 3 = Hands
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| * 4 = Legs
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| * 5 = Feet
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| * 6 = Eyes
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| * 7 = Torso plate
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| == Art == | | == Art == |
Revision as of 00:13, 29 February 2020