I got more work done on the character customization station.
To start, I finished polishing and making sure that the Create tab is easy to understand.

Yes Miku is derpy because I'm currently working on the backend for eye logic. However, do notice how I am now using the cursor instead of my head to navigate the menu. This was a nice addition. Also, your player hands will move down when you are in a menu so it doesn't block your view (A much requested feature). The final Create tab UI layout:

From the top, the title of the model is "loli miku".
The hair/skin texture is displayed below it. This box is green because the texture was uploaded for this model. It would otherwise highlight red to let you know that you need to upload it.
Then you have 2 sections for each pupil. Pupil_r and pupil_l. Each will display the path to the texture if you uploaded it and if it has a Bone and Material. For look at logic to work properly, each eye must have a "pupil_" bone and a "pupil_" Material. Doing this properly will unlock the new tweak tab:

This is the last tab before a user is able to actually create the character card. It will be used to ensure your model is tweaked for the game. For example, you'll be able to change the extents that your model's pupils will be able to move as it looks around. This is useful for characters with different eye sizes.

That said, I think I need to add one more property setting for the eyes because of eyelids. Basically, Shinobu's eyes have a ton of logic in it to ensure that they move in a realistic fashion. The eyelids are very important and do things like squinting lower/upper eyelid when the pupil looks up/down and clamping the pupil within the sclera. Demonstration of the current eye logic in the game:

Clamping the pupil within the sclera means that the pupil remains in view no matter how closed/open the eyelids are. Try looking up and then blink. Now try looking down and blink. You'll notice that when you look up, your lower eyelid has to travel farther to cover your eye. On the other hand, when you look down and blink, your upper eyelid travels farther to cover your eye. This is because when you look at those extremes, your eyelids need to move out of your pupil's way to not block your view. Meaning you apply a force to that eyelid to stay far up/down. In short this is you keeping your pupil in the sclera (white part of the eye) as much as possible so you can see better. It's a natural thing. Take a look at the gif above again and you will see how her pupils will push her eyelids if she looks high up enough. This is the clamp. This might a bit tricky to setup customization for.
Eyes are the #1 most forgotten body part of characters in games. They are also the most viewed body part. Even in humans. This is why I put effort into this part of my character.
In addition to eye tweaking, you will be able to create dynamic bones for your character's hair so it's all wiggly and responsive like Shinobu's. I haven't gotten to wiring up this part of the Tweak tab yet so more on this next devpost.
Don't worry if you don't fully understand what is going on right now. Some stuff is subject to changes and there will be a proper manual on how to set up your character later. I'd say I am about 10 or so days before I have the character customization itself ready to be embedded into cards.
Stay tuned.
ŻuKu
2019-08-26 20:45:01 +0000 UTCChris
2019-08-26 03:11:53 +0000 UTC