>>2882888>>2882786(cont)
>importing stuffI think I could get it to work if the clothing was a single mesh in a vrm file, but they would have to be exported from one of the 3 body types to match (and if they only did 1 body type the clothing would only work for characters with that body type). Maybe I could package the game with the body types as .vroid and .blend files so modders looking to add custom clothing could open them in Blender, install a 3rd party vrm plugin, add their clothing, and export without the body mesh to vrm. Maybe even support adding their own body types - as long as it conforms to the same skeleton it should be fine. Either way it would take some work to support importing like this. Do you think this is something people would do? Or is it too involved?
Not sure how animations would work, but could probably support doing any static meshes with FBX importing without too much trouble, and those could be attached to a bone like a hat, or as parts of a level, or objects.
I'm not too familiar with Second Life, I couldn't find anything about integrating their models. Honestly being able to integrate into an existing ecosystem of clothing and characters would save me so much time, but I just don't see anything around that I can use, and trying to do it outside the UE editor in a shipped build adds additional challenges. Anyway I've rambled enough, this is one of the more challenging problems I've been pondering about and vroid seems to get me most of the way there.
>>2882828Thanks! lol didn't know about that expansion, sounds similar. It's nothing like this but the age of empires map editor is what came to my mind when I started working on this.
>>2882847Yes! I was planning on having a stealth system so you can hide in the bushes or a locker. Not sure what else that could add interactivity in the environment beyond systems like that. What things could a scenario creator add to these little nooks and crannies to add to the experience?