AndrewSidereal
Member
I'm attempting to set UMA up properly with two different game objects -- one for arms and one for the body. Normally, you would use FPS Mesh Tool for this, and I've purchased it and tried, but unfortunately it's not compatible with UMADynamicCharacterAvatar:
So I'm trying different approaches. My thought was to duplicate my UMADynamicCharacterAvatar and then just manually hide the arm bones in one and all but the arm bones in the other, but disabling has no effect. You can see here -- disabling the RightUpLeg does nothing visually:
I'm now wondering if perhaps I can just use one UMADynamicCharacterAvatar instance and assign the arm bones in the Character Manager. I'm not familiar enough with how this works and the need for two different models (arms, body) to know if that makes sense to do.
I'm running low on ideas. What's the recommended way to set up UMADynamicCharacterAvatar properly in first person? My goal is to be able to dynamically set clothing at runtime and see the cloths on both the body and arms in First Person mode, for what it's worth.
Thank you very much for the help. I really appreciate it!
So I'm trying different approaches. My thought was to duplicate my UMADynamicCharacterAvatar and then just manually hide the arm bones in one and all but the arm bones in the other, but disabling has no effect. You can see here -- disabling the RightUpLeg does nothing visually:
I'm now wondering if perhaps I can just use one UMADynamicCharacterAvatar instance and assign the arm bones in the Character Manager. I'm not familiar enough with how this works and the need for two different models (arms, body) to know if that makes sense to do.
I'm running low on ideas. What's the recommended way to set up UMADynamicCharacterAvatar properly in first person? My goal is to be able to dynamically set clothing at runtime and see the cloths on both the body and arms in First Person mode, for what it's worth.
Thank you very much for the help. I really appreciate it!