Vampire Syndicate: Gangs of MoonFall
This Community Hub is marked as 'Adult Only'. You are seeing this hub because you have set your preferences to allow this content.

Vampire Syndicate: Gangs of MoonFall

Violen Jun 20, 2023 @ 7:43am
Option for female protaginist!?
Its a cRrpg, gender options are normally a given, But this also seems like a sex game, and those seem to hate adding a playable female option :/

Edit: played some of the demo, seems like a planned feature.. thats good... This game however is like in the pre-alpha phase. Its Rough af Rn. Cant really say if it's something ill like or not.
Last edited by Violen; Jun 20, 2023 @ 9:32am
Originally posted by manlymousedan:
Yup, you can play female (already added in the sex portion of the demo).

I haven't implemented a female appearance for the combat animations, so that's why the combat and story demo is the default male character.
< >
Showing 1-7 of 7 comments
The author of this thread has indicated that this post answers the original topic.
manlymousedan  [developer] Jun 20, 2023 @ 9:32am 
Yup, you can play female (already added in the sex portion of the demo).

I haven't implemented a female appearance for the combat animations, so that's why the combat and story demo is the default male character.
Amethyst Sep 27, 2023 @ 7:07pm 
Good, good! Female protagonist from the start this time means you won't have to go back and fix dialogues that were made without pronoun variables before the option was added.
Last edited by Amethyst; Sep 27, 2023 @ 7:08pm
are you using a separate skeleton for female characters? that's an odd choice in UE5, means condemning yourself to retargetting hell
manlymousedan  [developer] May 23, 2024 @ 2:10pm 
Originally posted by Badass Trans Knight:
are you using a separate skeleton for female characters? that's an odd choice in UE5, means condemning yourself to retargetting hell

I haven't decided yet, I'll probably have to look into what best practices more experienced devs than me are using.
Originally posted by manlymousedan:
Originally posted by Badass Trans Knight:
are you using a separate skeleton for female characters? that's an odd choice in UE5, means condemning yourself to retargetting hell

I haven't decided yet, I'll probably have to look into what best practices more experienced devs than me are using.
I use UE5; trust me, you don't want to be using separate skeletons for something like this if you can help it, cause it means you'll be stuck retargeting every animation you make and you'll need twice as many animation blueprints.

Instead, remember that you can have bones on your skeleton that the mesh doesn't use; if nothing is parented to the bone Unreal will just ignore it no problem. That way you can have one skeleton and simply apply it to multiple meshes if you set the topology up decently to account for minor differences in body shape. It's super useful for things like hair physics or additional body parts attached to an otherwise humanoid body such as cybernetics for example.

Don't forget, Unreal Engine plays nice with shape keys; you won't be able to apply modifiers while exporting meshes that have shape keys though, so when you export remember to uncheck the 'apply modifiers' box. I'm kinda lazy so I just use shape keys to switch between a more masculine and feminine form on my meshes.
manlymousedan  [developer] May 24, 2024 @ 4:54pm 
Originally posted by Badass Trans Knight:
I use UE5; trust me, you don't want to be using separate skeletons for something like this if you can help it, cause it means you'll be stuck retargeting every animation you make and you'll need twice as many animation blueprints.

Instead, remember that you can have bones on your skeleton that the mesh doesn't use; if nothing is parented to the bone Unreal will just ignore it no problem. That way you can have one skeleton and simply apply it to multiple meshes if you set the topology up decently to account for minor differences in body shape. It's super useful for things like hair physics or additional body parts attached to an otherwise humanoid body such as cybernetics for example.

Don't forget, Unreal Engine plays nice with shape keys; you won't be able to apply modifiers while exporting meshes that have shape keys though, so when you export remember to uncheck the 'apply modifiers' box. I'm kinda lazy so I just use shape keys to switch between a more masculine and feminine form on my meshes.

Thanks!
Badass Trans Knight May 24, 2024 @ 11:15pm 
Originally posted by manlymousedan:
Originally posted by Badass Trans Knight:
I use UE5; trust me, you don't want to be using separate skeletons for something like this if you can help it, cause it means you'll be stuck retargeting every animation you make and you'll need twice as many animation blueprints.

Instead, remember that you can have bones on your skeleton that the mesh doesn't use; if nothing is parented to the bone Unreal will just ignore it no problem. That way you can have one skeleton and simply apply it to multiple meshes if you set the topology up decently to account for minor differences in body shape. It's super useful for things like hair physics or additional body parts attached to an otherwise humanoid body such as cybernetics for example.

Don't forget, Unreal Engine plays nice with shape keys; you won't be able to apply modifiers while exporting meshes that have shape keys though, so when you export remember to uncheck the 'apply modifiers' box. I'm kinda lazy so I just use shape keys to switch between a more masculine and feminine form on my meshes.

Thanks!
remember, unreal doesn't care if you add a bone to an existing skeleton; but if you remove one from the hierarchy it *will* throw a fit

keep your skeleton simple, just the standard humanoid bones that things like cascadeur can read; add extra as you need them, but keep a backup in case it doesn't turn out how you intended.
< >
Showing 1-7 of 7 comments
Per page: 1530 50