Please refer to this documentation as a start-up guide. it contains solutions to many frequently asked questions.
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- Packs containing both Unity and Unreal projects
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Step 1: Important Requirements
These steps are ESSENTIAL for the character to work in any new project.
- Enable Virtual Texturing Support in the project settings Virtual texturing is required to make body and head materials show correctly. This solves a common problem where the body material appears on the head.
- Enable the Plugins:
- Apple ARKit,
- Apple ARKit Face Support
- Live Link
- Are the materials still not displaying correctly? Please follow this video here from the linked time.(This is due to an Unreal Engine update, I am currently working to update all of my older projects to avoid this step)
Step 2: Moving characters to your own project:
- Open my character project in the same version of Unreal Engine as your existing project (Works with 4.25 – 5)
- Right click on the Character Demo Maps (starts with: “L_”) in my character project.
- Select Asset Actions > Migrate, then choose the content folder of your existing project.
— Please make sure to follow STEP 1. In your new project so that all the correct settings are enabled! —
Step 3: Customizing your Character (Unreal)
A quick demonstration on how to use the customization settings
The customization parameters are part of the character blueprint, found under “XANDRA/Characters/your purchased pack
Making a new custom character:
- Make a duplicate of the character blueprint
- Open the blueprint, or drag and drop it into a level, You should see all the customization parameters when scrolling down in the details panel on the right hand side.
Customization parameters are in the details panel of the character blueprint
Swapping Hair and Outfits:
Modular parts can also be changed in the blueprint.
- Look for the component you want to change, such as “Torso”, or “Legs”
- In the “Mesh” section of the details panel, search for your replacement model.
Saving your customized character:
- If you edited the blueprint directly, you may simply save and use it
- If you edited the character in the scene, “apply instance changes to the blueprint” to save.
- If you didn’t duplicate the blueprint, and want to save your changes as a new character instead of overwriting, by creating a “child blueprint class”.
Step 4: Using Marketplace Animations
Using Live-Link (Unreal)
follow this tutorial to connect your compatible device
In the Character Blueprint details panel, under “Animation” you’ll find the Live-Link settings.
- In the “Live Link Face Subj” below, choose your own device.
- Ensure the box is checked ON for “LLink Enabled?”
- The “LLink Face Head” check box will determine whether head rotation is affected. I’d recommend leaving this active, but turn it off if you are using a mocap suit like Xsens or Rokoko.
Any Further Issues?
please contact me via email, Including an image and description on how to recreate the error.
I’m passionate about creating quality works, and will do my best to provide a solution.
Alexandra Haynes