Hi guys
so in this project I'm working on there's a Skeletal Mesh Socket that is offset from the hand.
Anything like guns or objects get attached to this socket.
The problem is I have to make some new hand animations and I'd like to be able to get the prop I'm working on attached to the player model in the same exact position.
Is there a way to export that socket's position to a FBX as a bone or something like that?
I can't seem to find a way.
Replies
The programmers added a lot of crap that depends on that position.
Very frustrating because they did it a shoddy way to begin with.
I need to be able to get the position of that socket they added in there through the editor.
Anyways, I'm not saying to use the helper as a socket, You can just use it while animating, and then delete it.
Helper in max is nice but it's useless to me if it's not in the same exact position of that socket. Eyeballing it into position won't cut it.
...I can imagine one last thing, if you can display the position of the socket in unreal. And you can. Add the helper, switch to local space, position it to the exact place of the handbone, and then do an offset to the position of the socket.It should be in local space compared to the handbone in unreal. This should work fine.
I guess that is the best way.
Yeah man programmers don't know any better sometimes haha. They have offsets on top of offsets now and it makes me foam at the mouth
It's just the axis are a bit backwards, just gotta figure it out
like instead of -6.2654 it might be positive 6.2654.
that's what had me thinking the scale difference was off, I saw it in the complete opposite direction.
If you set your reference coordinate system to Parent in Max it will be the same numbers as the socket's relative location in Unreal.
Thanks for the help man.
Problem solved and I don't have to kill any programmers today!