Geometry
- All Skeletal Meshes
- Subdivision Surfaces
- subdivision
- initial dev phase
- remains "course mesh" (no subdivision yet)
- planned (options)
- within UE$: dynamically if supported/practival
- external: create multiple LODs prior to input
Animation
- procedurally generated in AS
- baked into .fbx @ 60 fps
- auto-applied applied to
- bone transforms
- morphs (mesh deformation)
- manually connectable to
- dynamic shader params
- particle system params
Materials
- AS-based common set of material tags
- Chrome, Dark-Plastic, Light-Plastic, Tire, etc...
- remapped to available Materials
- initially manual
- planned: auto-mapping and creation of dynamic shaders