Modular Character
Allowing a Modular Character to use the System
Last updated
Allowing a Modular Character to use the System
Last updated
The Modular Character Manager component is the compulsory first step in using the system. This class holds all of the data and references for the Character and it's current configuration. There are three tabs that hold data:
Let's take a look at each of the parameters:
CHARACTER STYLE
ARMATURE
The Armature for this character's rig.
HEAD BONE
The bone for the character's head.
SPINE BONE
The first spine bone for the character.
ROOT BONE
The root bone for this character (this is usually the "Hips")
LEFT HAND
The transform where left-hand attachments will be parented.
RIGHT HAND
The transform where right-hand attachments will be parented.
SAVE DATA
MANAGER TYPE
The type of Manager this character uses, which defines how wearables are handled.
DYNAMIC MORPHS
This is set to true by default. It means face and body morphs will be handled automatically and applied to each Wearable you add. You can set this to false if you want to bypass the check — for instance, if you aren't using any morphs for the character.
CURRENT SET
The currently equipped Wearable Set for the character
This tab only really matters if you are using a Non-Destructive or Selective Manager. If using a Non-Destructive Manager, it will show you all of the hidden items that the character currently has equipped and removed. If using a Selective Manager, you will see the toggles to choose which slots are set to Non-Destructive.
The asset used by this character. Including this allows it to access the Wearable Database(s), Styles and Defaults
The currently equipped for the character. This holds the references for each slot, in addition to the current materials and morph values.