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OK, So, I'm still in the process of finishing the Tactical Knight character that we're gonna be bringing to life in Unreal. However, the most difficult parts of the design are more or less "there" lol - It's really just a matter of putting everything together cleanly and with pretty topology without having a mess during rigging and animation.

While that is happening in the background, I'll be going over some "real-life" strategies and tactics that I've found helped me be more productive as a person, as well as sharing some of the biggest lessons I've learned from my years as an Indie Dev that will hopefully be able to help those in our community who are looking to follow a similar path -

I'll share more about this in the next video, but as always thank you so much for being here, and as always hope you have a Fantastic Day :)

See ya in the next vid -

-RS

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Anonymous

You have probably come across this already during your research, but in case you haven't (this also might be news to somebody else in the squad). Unreal has a default Mannequin character and a skeleton that goes with it. Most humanoids in Unreal use this skeleton or some derivative of it because they have systems set up to allow animation transfer from one character to another using this skeleton. The animation transfer system allows you to do cool things like buy animation packs off the Unreal Marketplace that can then be transferred to a custom character easily, or to make animations to sell on the marketplace. I bring it up now because it can be a pain to work with this skeleton, especially in Blender, so if you are interested in using it, I recommend getting used to how it transfers in and out of Unreal early on because you may find you want to do something different in your character designs to work with it better, or that you simply don't want to work with it at all, but it can save a lot of time when it does work. There's also now a ue4 and ue5 version of the skeleton just to make it more complicated ^^; Also, my day job is working on film projects using Unreal and I'm always happy to help with any questions or issues that come up. (Extended to anybody in the squad)

RoyalSkies

That Skeleton is actually going to be the first thing I plan to hard tackle as soon as we step foot inside of Unreal - From a dev perspective it makes absolutely no sense whatsoever to design characters for Unreal if they're not able to take advantage of the quick swap animation system and be able to instantly import/export Standard Unreal animations, at least in my personal opinion lol - Unity has a similar system, so I have an idea as to how it might work, but I'll definitely be keeping you in mind if I encounter some roadblocks regarding the Unreal rig system. Thanks again for offering to help, I have a feeling it will come in very handy next month :)