Files
gig-line/Game/GigLine/Content/Test/Character/M_Char_shoes.uasset
T
zwitschi 86e9c5b693 feat(clothing): tee, jeans and shoes as separate skinned meshes
Follows the character-artist clothing workflow literally: duplicate the body's own
faces for the garment base, solidify for cloth thickness, and keep each piece a
separate mesh. Attached as leader-pose components beside the hair, so no second rig.

- Tools/character_clothing_build.py builds three garments from the body mesh, trimmed
  geometrically (height band plus a width limit) instead of by dominant bone: the bone
  filter left holes wherever a face's strongest bone was outside the allowed list.
- Tools/ue_character_clothing_import.py imports them as CharacterTee / CharacterJeans /
  CharacterShoes, each arriving with its own single material slot.
- The pawn attaches all three, hidden with the body in first person.

Three traps recorded in MEMORY.md, each of which cost a build: MPFB weights its helper
geometry to groups that dominate every vertex, Blender refuses to apply a modifier to a
mesh with shape keys, and object-mode polygon selection is discarded on entering edit
mode - the delete wiped the whole garment.

Known defects, in TODO.md: the garments have coverage holes at shoulders, hips and
knees, and the hair reads light and wispy since its material was repointed to the
masked strand sheet.
2026-11-09 13:41:39 +01:00

55 KiBLFS