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Character

Overview

OVERDARE provides an avatar system based on ODA (OVERDARE Deformable Avatar). Creators can use ODA to create games without implementing separate character systems. Using Cage Mesh Deformer technology, OVERDARE allows the creation and application of clothing and accessories compatible with various body parts.

Character Types

OVERDARE UGC has two main character types:

  • Default Character: An ODA-based character created using RigBuilder or imported from external sources.

  • Player Character: An avatar character that the user can customize with clothing and accessories on the OVERDARE platform and control.

Both characters are ODA-based, with the distinction being whether the character was created by the player on the OVERDARE platform or by the creator within the game. Players can enjoy adventures as their avatar in the UGC world.

Creators can create NPCs for their game or replace player characters with custom ones based on the game’s concept and features.

Character Model Structure

The OVERDARE character model consists of the following structures:

  • Model: The highest-level object containing the entire character.

  • Humanoid: Manages the character’s actions and states.

  • HumanoidRootPart: The RootPart serving as the character’s center.

  • 6 MeshParts: Head, Torso, RightArm, LeftArm, RightLeg, LeftLeg.

  • Skeleton: Skeletal structure composed of 19 bones.

Character Parts and Skeleton Structure

OVERDARE avatars are based on 6 BodyParts (head, torso, both arms, both legs) and a skeleton structure.

  • 6 MeshParts: The MeshParts are easy to assemble like building blocks, allowing the replacement of body parts without complex rigging in OVERDARE Studio.

  • Skeletal Mesh Conversion: When the game is launched, the 6 meshes are merged into one and converted into a skeletal mesh with 19 bones.

    • This allows for easy assembly of character appearances, similar to building with LEGO blocks, while also enabling smooth and dynamic animations.

The OVERDARE Avatar Bone Structure is as follows:

No
Name
Location
Attachments

1

Root

Center of the character (ground level)

2

LowerTorso

Waist

3

UpperTorso01

Lower abdomen

4

UpperTorso02

Upper abdomen

5

Head

Head

6

LeftUpperArm

Left upper arm

7

LeftLowerArm

Left lower arm

8

LeftHand

Left hand

9

LeftItem

Left equipment position

10

RightUpperArm

Right upper arm

11

RightLowerArm

Right lower arm

12

RightHand

Right hand

13

RightItem

Right equipment position

14

LeftUpperLeg

Left thigh

15

LeftLowerLeg

Left calf

16

LeftFoot

Left foot

17

RightUpperLeg

Right thigh

18

RightLowerLeg

Right calf

19

RightFoot

Right foot

Humanoid System

Humanoid is the core class that defines the character’s behavior and state.

Properties

Property
Description

DisplayDistanceType

Health

The character’s current health

JumpPower

The character’s jump power. When calculated with gravity, this determines maximum jump height.

MaxHealth

The character’s maximum health

RootPart

The character’s base Part (HumanoidRootPart)

WalkSpeed

The character’s walking speed

Humanoid State

Humanoid supports multiple states (HumanoidStateType), each triggering a default animation. For example, “Jumping” is activated when jumping, and “FreeFall” is activated when falling.

You can use scripts to forcibly change states or restrict them from changing into a specific state.

Key Humanoid States

No
State
Description

1

Running

Default state; allows movement or jumping.

2

Jumping

A brief state immediately after the character jumps. Usually transitions to Freefall or Landed.

3

Freefall

A state where the character is in free fall through the air. Entered while airborne after jumping or when falling from a high place.

4

Landed

A brief state immediately after the character touches the ground following Freefall.

5

Climbing

The character is climbing an object.

6

Swimming

The character is swimming.

8

Ragdoll

Ragdoll is activated.

9

Dead

The character has died after health reaches 0.

10

Physics

Physics is activated.

Humanoid State Restrictions

You can use the Humanoid:SetStateEnabled function to restrict state transitions. For example, even if a character gets near a Part that can be climbed, you can prevent that state transition with the code below:

Climbing state
When the transition to the Climbing state is prevented

When a character comes into contact with a Part or MeshPart that has CanClimb enabled, they will automatically enter the Climbing state.

Humanoid State Transitions

By default, Humanoid States transition automatically based on player input or Humanoid properties. For example, when Health reaches 0, the state changes to Dead. When the jump button is pressed, the state transitions as follows: Jumping → Freefall → Landed → Running.

Ragdoll State

The Ragdoll state makes the character appear limp like a ragdoll. In this state, animations and player input are disabled, and the character responds only to physical forces based on the skeleton structure.

The Ragdoll state does not transition automatically and must be manually activated using the Humanoid:ChangeState function:

To get back to the original state from the Ragdoll state, you need to force a state change, as follows:

Physics State

In the Physics state, a character’s movement is governed solely by the physics engine. In this state, previous animations and player inputs do not work, and the character responds exclusively to forces applied via physics instances such as LinearVelocity and VectorForce.

The Physics state does not transition automatically and must be manually enabled using the Humanoid:ChangeState function:

Attachment

Attachments matched to each bone allow for features such as positioning effects, attaching accessories, and applying physical constraints. Attachments operate based on the dynamic movement of bones, enabling creators to easily place items that interact with the character model.

Character Animation

Character Animation

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