Modular Character System
  • Overview
  • Setup
  • Demo Scenes
  • System Overview
    • Modular Character
    • Wearable
    • Wearable Set
      • Character Preset
      • Wearable Set Data
    • Wearable Database
    • Character Style
    • Cosmetic Styles
      • Skin Style
      • Eye Style
    • Character Morphs
  • Troubleshooting
  • Asset Updates
  • Reference
    • Scripting Guide
      • Modular Character Manager Functions
        • Wearables
          • EquipWearable
          • RemoveWearable
        • Wearable Sets
          • EquipWearableSet
          • EquipWearablePreset
          • RevertSetToDefaults
          • GenerateRandomSetFromDatabase
        • Materials
          • SetWearableMaterial
          • SetWearableMaterialArray
          • SetEyeStyle
          • SetSkinStyle
          • SetBodyMaterial
          • SetFaceMaterial
          • SetEyeMaterial
        • Character Morphs
          • SetBlendshapeOnAllMeshes
          • UpdateSetMorphValues
          • ApplySetMorphValuesToCurrentSet
          • ApplyCurrentMorphValuesToNew...
        • Face Merging
          • MergeFace
          • UnmergeFace
          • DestroyMergedFace
        • Saving and Loading
          • SaveCharacterPrefab
          • SaveCharacterPreset
          • SaveDataAsJSON
          • LoadCharacterFromJSON
      • Character Style Functions
        • GetAllWearablesOfCategory
        • GetAllNonDefaultWearablesOfCategory
        • GetWearableByName
        • CheckIfDefaultItem
      • Hidden Wearable Manager Functions
        • SetSlotStatusFromManagerType
        • AddWearableSlotToHiddenList
        • CheckHiddenListForWearable
  • Changelog
  • EXTERNAL LINKS
    • Stellar Game Assets Website
    • Join me on Discord
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On this page
  • The Character Tab
  • The Equipped Set Tab
  • The Hidden Slot Tab
  1. System Overview

Modular Character

Allowing a Modular Character to use the System

PreviousSystem OverviewNextWearable

Last updated 2 months ago

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:

The Character Tab

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

The Equipped Set Tab

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

The Hidden Slot Tab

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.

Character Style
Wearable Set