Is it possible to create “character creator” In Godot?
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I just started learning Godote. And I was interested in the question.
Is it possible to create “character creator” In Godot?
I’m working on 3D in blender and I can’t change mesh and bones at the same time.

If I only change the mesh, the bones don’t move correctly.

If I change bones the mesh moves after the bone.

I want to create for my mesh
How are characters created in general?
daz3d

Overactive answered 19/1, 2024 at 17:32 Comment(0)
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Overactive Is it possible to create “character creator” In Godot?

I think you can do anything in Godot.
Most games use a character model as base and use so called shapes keys or blend shapes to allow different shaped characters.
Blend shapes allow to change the geometry of specified parts (for example ears, chest, body etc.) by predefined values.
Meaning you have a ear, change the geometry to elf like ears and save the changes in a blend shape (all done in your modelling app)
And in godot (or your game) you can then access those blend shapes to change the appearance of your character.

Overactive How are characters created in general?

Well, first you need a mesh. This can be modelled or sculpted or both.
To animate it you have to rig it. Rigging means creating a skeleton with bones and then combine mesh and bones.
Also weight painting is required to tell the bones which part of the mesh they should affect and how much.

Here is something for rigging characters in Blender:
https://gamedevacademy.org/blender-rigging-tutorial/

I haven't used daz3d. But my guess is that your character are already fully rigged, so you can't change the bones position indepent of the mesh. Skeletons in blender are called armatures btw.

Grandioso answered 19/1, 2024 at 18:16 Comment(0)
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Overactive Is it possible to create “character creator” In Godot?

Yeah, it's entirely possible.

How are characters created in general?

I'm researching this issue. Here's my tutorial on creating characters for games.

Tomcat's Godot tutorial

My plans are to make a character generator for Godot based on MakeHuman. This is essential for my project.

Unfortunately I have too many problems in the real world. I live in a country that started a war and is now losing it quite well

Otherwise I would have already posted practical developments. But despite all the obstacles the work is progressing and perhaps in the foreseeable future I will be able to present something.

If you're interested, here are some links on the topic to the problems I've encountered:

  1. Smooth Adulthood (a failed experiment)
  2. Trouble with Retarget BVH

The problem with changing the length of the bones, does exist and I envision changing the growth of the characters by replacing the rig. It is possible to try to make changing bones (there are several possible ways), but it's too complicated for my current skill set.

Vinic answered 19/1, 2024 at 18:36 Comment(0)
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Grandioso
Yes, I know how to save shape keys(morph)
But how to edit the skeleton?
I can't save them as a regular animation.
Because the skeleton will always be influenced not by the mesh. (See image 3 in question)
If I edit it in the edit mode
I will lose the previous value

Overactive answered 23/1, 2024 at 14:0 Comment(0)
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You scale bones via keys in pose not edit mode to adjust proportions.

Wholehearted answered 23/1, 2024 at 20:55 Comment(0)
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Wholehearted
Using bone scaling I can change the proportions but it will look very crooked.
And the rig is very easy to break this way
And I probably won’t be able to do that

Overactive answered 25/1, 2024 at 12:35 Comment(0)
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That crookedness as you put it is probably more to do with your specific rig then. And yes, every rig is easy to break if you aren't careful.

Wait, this rig wouldn't be some default one with all sorts of utility bones in the same chain would it? On the game engine side you should have a simpler rig to work with, which has a bunch of baked animation you can layer and virtually no utility bones. Pretty much just the ones the mesh is actually weighted to, maybe root bone if working with root-motion. The character scaling, btw should happen as a layered or blended 'animation', unless you have root then you can just scale root bone.

Wholehearted answered 26/1, 2024 at 0:8 Comment(0)
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Wholehearted The character scaling, btw should happen as a layered or blended 'animation', unless you have root then you can just scale root bone.

The problem is that when "scaling" the character, the proportions must change, since children and adults have different proportions. The easiest way is to make different scaling of the head and body, but this option doesn't look too ideal.

Vinic answered 26/1, 2024 at 19:19 Comment(0)
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Vinic Yes, that is an additional adjustment, but you can also potentially achieve that in part by swapping meshes. Still need the arms and legs to be potentially scaled but head and neck might not. Anyways I was thinking more about scaling for character height in the creator rather than to make children there... Though an RPG with a child shaped main character going around OHKing dragons with a meta build might be amusing to see.

Wholehearted answered 27/1, 2024 at 8:58 Comment(0)
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Wholehearted Still need the arms and legs to be potentially scaled but head and neck might not.

Just how the head to body size ratio is the most noticeable thing that distinguishes a child from an adult. And in the case of unassuming, it can be limited to that.

Though an RPG with a child shaped main character going around OHKing dragons with a meta build might be amusing to see.

I'm trying to figure out how to realize a smooth maturation of characters in a game like the Sims. Their approach with stages of age does not suit me at all.

Vinic answered 27/1, 2024 at 15:38 Comment(0)
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Wholehearted
Godot Supports mixed animations?

Overactive answered 5/2, 2024 at 21:27 Comment(0)
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Vinic
Purely technically
I know a way to create a child from an adult.
But this method is very crutch.
It will be very difficult to explain.

To do this you will need an adult model and a child model
Let's call it Adult1 and Child1
They should both have the same rig and mesh
1 Creates a copy of Adult1
Adult2 apply Child1 pose
Adult2 Apply Armature Modifier
Like the shape key [Armature shape]
Choosing a Mesh Adult2 And Child1
join as shapes on Adult2 [Child shape]
Set [Armature shape] to -1 and [Child shape] 1
Select Adult1 and Adult2
join as shapes on Adult1
[Child shape with Armature]
Copy pose of Child1 for Adult1
Set [Child shape with Armature] to 1
Save animation

I hope I wrote everything correctly and understandably
But I hate this option
And I wish it were simpler

Overactive answered 5/2, 2024 at 21:46 Comment(0)
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Overactive Godot Supports mixed animations?

Using AnimationTree

Overactive I hope I wrote everything correctly and understandably

I use a translator. So I might misunderstand something.

They should both have the same rig and mesh

The model has one mesh. The children's mesh is a modification of the adult mesh. (There is also an intermediate form around 9 years old.) And there are no problems in growing up a static model. But the rig is different. Different proportions: arms, legs, head. And problems start when trying to animate a growing character.

Therefore, the problem is in the assignment of the correct rig.

I suggested to the MakeHuman team to move it to the Godot platform, but did not meet with much enthusiasm.

There is a solution, of course, but it's extremely expensive. It's to make a bio-mechanical model of a human being. Starting with the skeleton and covering it with muscles, fat, and finally skin. It's a huge job. But then any parameter can be controlled and everything will look as natural as possible.

Vinic answered 5/2, 2024 at 22:32 Comment(0)
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Overactive Godot Supports mixed animations?

What Rangefinder linked, animations can be blended via AnimationTree

Wholehearted answered 6/2, 2024 at 9:24 Comment(0)

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