Character Setup - DrowningDragons/MoveIt-Wiki GitHub Wiki
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_ltolowerarm_lnamedVB upperarm_l_lowerarm_l - Virtual bone
upperarm_rtolowerarm_rnamedVB upperarm_r_lowerarm_r - Virtual bone
thigh_ltocalf_lnamedVB thigh_l_calf_l - Virtual bone
thigh_rtocalf_rnamedVB thigh_r_calf_r - Socket to
foot_lnamedfootstep_lnear ball of the foot (place it where you want footstep particles to spawn from) - Socket to
foot_rnamedfootstep_rnear ball of the foot (place it where you want footstep particles to spawn from) - Socket to
headnamedeye_level(place it where the eyes of your character are roughly)
Your skeleton should have the IK setup found on default Mannequin:
ik_foot_rootik_foot_lik_foot_r
ik_hand_rootik_hand_gunik_hand_lik_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!