Character Creation System with Custom Models - Looking for advice!

Hi!

I’m working on a custom character creator for my game using fully custom models. However, I can’t actually find any sources on how to set up what I want. I want to have an editor similar to WC:UE or Griffin’s Destiny, to where you can change individual body parts and add accessories.

I genuinely can’t find any sources on how to make something like this, and I’m not the most experienced with sort of thing. I’m willing to learn, but I need to know where to start.

Example from Griffin’s Destiny:

The main thing I know is that my character model will need to be segmented, which I’ve already done.

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Bumping this again.

I’ve learned that it’s called a ‘plot-based’ editor, but I still cannot find any sources on how to go about this. I have some base ideas, but I’d still appreciate any resources!

What I can recommend is making your own character controller, similar to Unity. Roblox does this by default for non-complex StarterCharacter rigs, but if you want full customization, it’s better to just create your own character controller.

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Thank you for the reply!

I’m currently looking into it right now. Most of what I’m finding are either video demos of what other people made, or the egomoose module. I don’t necessarily want to use their module, as I don’t need most of the features.

Do you have any resources on how to go about making one from scratch? I’ve found some devforum posts, but they aren’t very helpful.

I’ll find this a bit difficult to word out, since this will all depend on the infrastructure that you plan or currently exists in your game though one thing I can say is if you’re already dealing with a single-script architecture and your game is entirely modular, a module script that I’ll call GUIHandler must handle first how the custom character appears and where the camera is positioned. I wouldn’t personally use viewport frames

You should prioritize that first before making the interface for basic coloring. It’s good that the character model is segmented and you can do some networking to tell the server to save customization data while GUIHandler instantly shows you what it looks like in the client. You can make that easier too by using color picker modules like this one: Color Picker [free and open source]

For me, dealing with the camera movement inputs and player QOL would go last so you can focus dealing with customizability first, since it’s all about customization! You can always add the zooming out features later.

I have yet to see a 1-for-all resource that can help since they’re all tied to how you will deal with the character and you might have some other details to add as well. But now that you have segmented the character into each category, say Head, Torso, Legs for example, you can make those a tab and specialized body parts can go there before you display color pickers and other goodies like material customization + positioning. Just prioritize the simpler ones so it’s not overwhelming. If you intend to add things like cosmetics with limited amounts, those can do as long as the server tells the client how much they have of certain things to display the amount prior and during equips or updates.

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Thank you very much!

I’d gathered that this was most of it, but I’m glad to have confirmation. Thank you for the color picker resource as well!

I’ll leave the post open for a bit, in case other people come along, but if not I’ll mark yours as solution. Thanks again!

Making a custom character controller can be a bit tricky, and I’ve never tried it out myself. I’ve always found myself using the default R6 systems Roblox provides you with. If you want resources on making something like this, I’d recommend Roblox’s official documentation on the subject.

No idea if this will help you directly, but it may be worth a try.

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