Hi! Our team of 4 has put out a v1.0.0 of our Character Creator Creation Tool! It’s designed to be as modular as possible and supports Blendshapes/Shape Keys, Bone Deforms, Swappable Meshes, Saving and Loading characters, Material customization, and more! Take a look on the asset store if you’re interested! Configura - Godot Asset Store
That’s a very interesting idea. Especially for me, since I work in a somewhat similar field.
- I wasn’t able to get the web version to work.
- I couldn’t find a way to wear multiple accessories at the same time.
- Is it possible to remove facial hair?
- web version is currently deprecaited and needs to be cleaned up
- multiple accesories needs multiple tabs, we have thought about a possible feature in the future for sub-categories/options for selecting multiple!
- Yes, if you mark the facial hair as not required in dock
Thanks for checking it out! If there’s anything else let us know!
It’s a very enjoyable project with fairly clear documentation. Everything works correctly. For a first version — it’s simply excellent! A huge thank you for such outstanding work!
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The meshes here are fairly simple, and there are no shaders. Perhaps an option could be added to export characters to glTF for use in other engines.
Can you please explain how the addon works with Godot projects - is the character a packed scene file?
Hello! The plugin is meant to be used with the character you create with blender. We have included a example model for demonstration. To use the creator you need to import the model as a glb/blend file and then make a new inherited scene. That is what is then provided to the dock for generation
Ah ok, that sounds interesting. So another question, how would I make changeable clothing ?
We have documentation that in depth describes how to go about creating your 3D model and accessories and importing it into your project! heres a link to it! Configura Documentation – Google Drive
Thanks, i have looked at the documentation, although I skim read because I was tired.
So the basic idea is that the character scene has all the clothes that are available and they are deactivated and hidden until they are activated?
The clothing/accessories are converted to individual scenes that are loaded/unloaded only when an item is selected to be added/changed on the model in the character creator scene. For use outside of the character creator the information on selected data is stored and an apply() function can be called on the generated BaseModel scene to apply all of the data!
I have downloaded a copy.
I like the idea of the clothing being loaded or unloaded because previously I have seen other solutions that required the clothing to be hidden or shown and all stored inside the character scene. I thought that ideally the clothing could be from a packed scene.
Storing clothing in the character’s scene and hiding it is easier to implement, but puts more strain on the computer.