standstill Give us some pictures to look at
Avatar customization
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Give us some pictures to look at
There isn't a whole lot to see yet. I will be doing a video once there is more to see. For now, the WelcomePane looks like this.
Here, you can create a new AWOC or load an existing AWOC. Once an AWOC has been created or loaded, the navigation buttons on the left get activated and you are switched to the SlotsPane.
Here you can add, remove, and edit slots. Slots are just a way of telling AWOC which meshes can be equipped where. In the image above, this AWOC has 3 Slots: Helmet, Beard, and Hair. Clicking on the Helmet button opens the the little control area with the name edit, save, delete, and view buttons. Clicking the view button opens the "Slots to hide when equipped" area. In the AWOC above, when a Recipe equips a mesh in the Helmet slot, any equipped meshes in the Helmet slot or the Hair slot will be automatically unequipped. If the helmet is removed, the Hair slot will automatically be re-equipped.
MeshPane is still in the process of being converted to c# but here is a screenshot from before the conversion started.
Once you have loaded a .glb file, AWOC will go through and find the skeleton and rebuild it on a new object. Clicking on the closed eye next to a mesh name will cause that mesh to be copied from the original source file to the new object and parented to the new skeleton and then shown in the preview menu. Clicking on the open eye will do the opposite. The controls at the bottom of the preview window can be used to rotate the model, move the camera around, and zoom in and out.
I will be working on the panes in the order of the buttons in the left navigation. So up next is Meshes. This code is already written in GDScript but is only partially converted to c#. The conversion from GDSCript to c# has revealed many design flaws so far and I don't expect MeshesPane to be any different. In the example above, the mesh object's center is offset for some reason. Maybe converting to c# will reveal why.
Thank you so much for your interest in this project. I am working on AWOC every spare second I can manage. AWOC is and always will be free and open source. I hope that one day it will be useful to the Godot community.
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standstill Avatar Wardrobe Organizer
This is a highly interesting project. The ideas could be useful for creating a character generator. Some of the suggestions overlap with how I was going to do things, and others are original.
This project has been moved from GDScript to c#.
And that, unfortunately, is a drawback. Curious — why?
Partially similar was realized in games from Illusion:
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And that, unfortunately, is a drawback. Curious — why?
I have over a decade of experience with c# and about 2 months of experience with GDScript. Why is c# a drawback?
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standstill Why is c# a drawback?
- C# is not a natively language for Godot. Hence a lot of problems:
Note that C# support is still relatively new, and as such, you may encounter some issues along the way.
- As far as I understand, a module made in C# cannot be included in the normal version of the engine.
Your project is very interesting for me. Because it could be included in my project. (Only there we are not talking about hundreds of characters.) But:
- I don't have enough fantasy to imagine how the clothing system (Wardrobe) could be separate from the character generator.
- it is impossible to include a C# module in a regular engine. I could be wrong here, but I see separate modules for the regular version and mono.
standstill The color scheme reminds me of codex conversations from Metal Gear Solid.
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Tomcat As far as I understand, a module made in C# cannot be included in the normal version of the engine
From what I gathered when I first started looking into Godot, Godot 4 has vastly improved c# support and the goal is to eventually combine both editors into one. I've honestly gone back and forth on which language to use. I want this plugin to be useful to the community. GDScript would allow more people to use it but c# is more mature and robust and enforces good programming habits better than GDScript. I honestly didn't expect to get this far this quickly. I figured c# would be fully integrated by the time I was finished.
Tomcat I don't have enough fantasy to imagine how the clothing system (Wardrobe) could be separate from the character generator.
AWOC is a character generator
Toxe The color scheme reminds me of codex conversations from Metal Gear Solid.
I bought the original Metal Gear on the NES from a friend with birthday money before I even owned a NES. It was the first thing I ever purchased with my own cash. I planned on playing it on other people's NES until I could get my own. My mom somehow got us a NES a month or two later.
EDIT: Forgot to mention that MeshPane has been converted to c# and is working well enough to preview. Still needs some work but the basics are in place.
standstill I want this plugin to be useful to the community.
Of course it will be useful… for those who use C#, and there are quite a few of them.
AWOC is a character generator
It's not quite clear from the description.
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Tomcat It's not quite clear from the description.
Sorry, I am so close to this project, I made some assumptions when I was describing it. Everything you do in the AWOC editor window is stored in a resource file. The idea is that you would be able to reference this resource file from within your game and call a function like BuildAvatar(RecipeList) or BuildAvatar(Wardrobe). These functions would return a Node3D object with only the meshes you specified rigged and parented to a skeleton that is the same as the source skeleton. Materials and animations will also be applied based on the parameters of the hypothetical BuildAvatar function. You could do things like ColorMaterial(MaterialName, MaterialOverlayName,255,0,0,255) and it would color the section specified in MaterialOverlayName of the material specified in MaterialName the color red. The AWOC editor window is just where things get configured. The actual job of AWOC is to give you the ability to dynamically customize an avatar in your game.
EDIt: In hindsight, character creator may mean something different to you than it does to me. I guess in the truest sense, AWOC is not a character creator but rather a character customizer. In my defense, the objective is to create a character avatar.
Some projects are scrapped and RIP. Maybe it makes sense to delete their threads completely so that they don't clog up the forum and mislead good people?