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You can see an example of it in use during this video here:
https://youtu.be/G0EOqHATQfg
Where using different avatars has an actual effect on gameplay, but also -
This is a more straight-forward breakdown of what it actually does, and what they mean:
https://youtu.be/C55zPYtUflw
But basically, day one, you will be able to mod in your own avatars, and the game itself actually reads the mesh size to determine in-game stats, whether you're fast and lithe, large and strong, etc. It's pretty wild stuff.
EDIT: You can skip to 2:00 in the second video to get a detailed breakdown of how the avatars work and whatnot, being attributed actual statistics and how they function and whatnot.
That's WILD, thank you so much for the info.
And if they do, is it their own developed physics scripts or people gotta fork out money(or download from sources) for the very ill performing Dynamic Bones on unity.
As well as the many things they spoke of like the custom IK thingy that makes your body (normal human torso) accurate to the 3D model in terms of space and how that exactly works, if it's automated or you set that up.
A lot to think about, I do hope they do a series of a rundown on the process and features of importing 3d models. Like is there twist bone support, etc.
If any rig works fine and you can associate it with whatever you want say the small dragon girl Kanna from that anime as "Heavy", or it automatically allocates it to say "small" depending on the size of the mesh.
Guess we'll find out next week eventually.
They haven't really said much outside of "SDK".