Quote Originally Posted by LordMcMutton View Post
Rather than a side effect, that's generally the very reason to use the method- it's why it makes it easier, due to removing the need to recreate the UVs and rigging on each one.

On whether or not they can implement sliders, it's possible for an older engine like theirs not to have the function to interact with shape keys. Looking at what we have now in terms of sliders:

The Height and Tail sliders scale the armature, and the Musculature slider overlays a normal map, which leaves the Bust slider as the only possibility for knowing if it's implemented already- I can see that being either bones again, or shapekeys.
Yeah I probably could've worded it better, what I mean is that it was a means to an end, not a beginning of some hyper customization of roe/au ra hybrid as some have suggested.


Quote Originally Posted by Absurdity View Post
It might be a side effect, yes, but it still required them to remake all the shapekeys for the different faces. The current retail faces already use shapekeys but they do not use the same base mesh.

You are most likely correct about the shapekeys currently being binary though. The mouth for example has 3 different shapekeys, 1 for each option in the character creator with no active shapekey being the default mouth shape and 4th option.



At least right now all three, the height, tail length and bust size seem to all be done with bone scaling, the are no shapekeys on any of those meshes as far as one can see.
Tbh even if they chose a different way unless they kept the same models they would've had to remake the various shapekeys regardless, and I'm not saying there isn't difference on some of them but they have a much better track record with these than everything else that seemingly used very little to no references (eyes, eyebrows, eyelashes, lips, roe/viera nose) still they should be able to adjust these shapes further.