>>2882786Thanks for the positive message!
>custom posingCustom posing is actually the thing I'm working on right now and it works well enough, no FK, just entirely IK driven, place hands/arms/torso/head and adjust elbows/knees and you have a pose. I intend it to just be a quick and dirty way to create animations, again similar to Koikatsu but simplified, no keyframes for each individual IK, just one keyframe for an entire pose where I will lerp between each one to animate it, and you adjust how much time is between each pose.
>detailed customisation This is something I've been trying to work out. One idea I've done most of the legwork on is to have 3 different body types male, female, and thick female, without any body modifications except a height adjustment that simply scales their entire body and things like eye color and hair style/color.
The problem is I want a clothing system so you can equip items to wear them, but you need a different clothing mesh for each body type, or spend a lot of time creating morph targets for everything. Limiting it to 3 body types is I think just enough that I won't be overwhelmed exporting different clothing meshes for each one.
>allow importing stuffI would love this but it's actually surprisingly hard. Right now I am using vroid studio, and I can export entire character meshes from their studio and manually separate the clothes into individual meshes in Blender and re-export them individually. It's some legwork but easy enough, just not trivial to automate.
I had one idea of importing the character mesh at runtime, splitting it up into separate meshes, and letting the user classify what clothing slot each mesh should be. This turned out to be difficult, I can load the entire character at runtime but separating it into distinct meshes is beyond my limit. Spent this past week trying to get it to work without any luck.