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Character Setup

Jared Taylor edited this page May 16, 2021 · 21 revisions

Missing Inputs

If you are missing inputs use this link

Choose Base Character

  • BP_MoveIt_Character
    • A very minimal character designed to be your starting point! Usually the best choice
  • BP_MoveIt_ExampleCharacter
    • This character is setup to show off what MoveIt can do! However, it is only setup for single player and not usually a good starting point
  • MICharacter
    • This is the C++ base character that you can inherit from if you truly want a from-scratch setup - recommended only for advanced MoveIt users!

Duplicate Base Character

Duplicate the character, put it somewhere in your project and rename it appropriately

Add Bones and Sockets

Look at SKL_MoveIt in the MoveIt content folder ( Models/Character/Mesh ) for a clear example of what is expected

Add the following bones and sockets to your own character's skeleton

Stick to the names, it will save you a ton of trouble later when setting up anim graph - And don't type "VB" when typing the name, it is automatically filled.

  • Virtual bone upperarm_l to lowerarm_l named VB upperarm_l_lowerarm_l
  • Virtual bone upperarm_r to lowerarm_r named VB upperarm_r_lowerarm_r
  • Virtual bone thigh_l to calf_l named VB thigh_l_calf_l
  • Virtual bone thigh_r to calf_r named VB thigh_r_calf_r
  • Socket to foot_l named footstep_l near ball of the foot (place it where you want footstep particles to spawn from)
  • Socket to foot_r named footstep_r near ball of the foot (place it where you want footstep particles to spawn from)
  • Socket to head named eye_level (place it where the eyes of your character are roughly)

Your skeleton should have the IK setup found on default Mannequin:

  • ik_foot_root
    • ik_foot_l
    • ik_foot_r
  • ik_hand_root
    • ik_hand_gun
      • ik_hand_l
      • ik_hand_r

If this setup doesn't exist you can either add it in a 3D application or you can follow this guide to use the included tool and automatically add them all for you!

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