3D

Feral Girl Roca

Modular 3D character Feral Girl Roca features 52 Apple blendshapes, an Epic Skeleton rig, sliced body geometry, and customizable 4K Material ID maps.

Feral Girl Roca3D

Resource overview

Managing Clothing Intersections with Sliced Modular Meshes

Rigging modular outfits onto a single character frequently causes clipping around the joints and torso whenever layers overlap. Feral Girl Roca resolves this by segmenting the underlying base mesh into distinct modular pieces.

Rather than rendering a continuous full body underneath layered garments, the model allows individual hidden sections to be deactivated entirely. Removing covered geometry eliminates mesh poke-through during extreme motions while cutting down the scene polygon count. The complete character with fur elements stands at 67,815 faces, 132,062 triangles, and 88,154 vertices. Disabling the fur geometry brings those figures down to 48,591 faces, 93,462 triangles, and 52,808 vertices. The standalone two-handed sword mesh accounts for an additional 2,017 faces and 3,661 triangles. While the base body texture is censored and adult anatomy is not modeled, clothes can be detached completely to utilize the full-body mesh for custom dress-up or fantasy role-playing frameworks.

Retargeting the UE4 Mannequin Skeleton Across Animation Libraries

Working with shared animation sets requires clean bone hierarchies that match standard game engine structures. Roca uses an Epic Skeleton hierarchy based on the standard UE4 Mannequin, ensuring the primary chain translates directly to existing animation assets.

The rig was constructed in Maya without external proprietary plugins and does not include custom animator controls. Because the base reference pose deviates slightly from the stock Epic Skeleton T-pose or A-pose, manual bone realignment during the retargeting setup yields the cleanest motion transfers. Additional specialized bones extend beyond the default hierarchy to support secondary movement on accessories, hair strands, and appendages. Tested animation configurations include standard third-person templates, Advanced Locomotion System v4 (ALSv4), Lyra Starter Game, Close Combat: Swordsman, Valley of the Ancient, Mocap Library, Succubus AnimSet, Female Interactions Animations, and the ARLS combined with Horse Animset package.

Expressive Tracking Using 52 Calibrated Apple Blendshapes

Facial capture pipelines depend heavily on precise standard target shapes to prevent distorted live feeds. Roca integrates 52 Apple blendshapes built specifically to match ARKit facial motion capture specifications.

These facial morph targets are calibrated for integration with Unreal Engine 5 via Live Link Face. The blendshape setup also supports FaceWare, general facial mocap tracking, VTuber broadcasting applications, VRChat setups, and MMD production pipelines. Alongside facial tracking, the mesh provides body modification morphs. These shape keys allow real-time regulation of chest and hip proportions, adjustment of the shape and volume of the animal ears, and elongation of the fingernails to emphasize the character's feral styling.

Material ID Maps and 4K Texture Customization

Styling variations often demand extensive texture repainting unless dedicated color-masking systems exist in the master materials. This asset addresses recoloring through Material ID maps assigned across four main zones: skin, eyes, hair, and individual outfit components.

By reading the color channels of the Material ID map, the bundled Material Instances let developers isolate and recolor individual garment panels, iris rings, or hair highlights without repainting the diffuse map in external painting tools. The asset includes nine dedicated texture sets covering the body, head, upper clothing, lower clothing, sword, teeth, hair, eyes, and eyelashes. All maps are exported at 4K resolution and include BaseColor, Normal, Roughness, Metallic, Ambient Occlusion, MatID, opacity, and emissive channels, with channels packed to preserve memory bandwidth during runtime rendering.

Integrating Roca in Unreal Engine and External Pipelines

Implementing modular characters into an interactive engine demands clean separation between visual meshes, skeletal components, and simulation systems. The Unreal Engine project files natively support engine version 4.19 and newer, structured directly around separate mesh parts.

The package supplies separated skeletal meshes ready for assembly through the Master Pose Component or Leader Pose Component architecture. While engine blueprints and built-in physics assets are not packaged out of the box, wind simulation is set up on the hair, and dynamic movement for extra bones (such as the removable ears and tail) works smoothly through plugins like KawaiiPhysics. Third-person standard movement animations are bundled inside the project for immediate testing. Outside of Unreal Engine, the.fbx format imports into Blender, Cinema 4D, 3ds Max, and Unity, with native rig and shape verification anchored in Maya, Unreal Engine, and Unity environments.

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