Hi, Polycount! This is the development blog for our game, Titania. Along with my group mate, Frostygon we are creating a third person Arena Fighter. We are building this for our senior project at Ferris State University as part of our graduation requirement. I'm Woggle and i handle the Ue4 blueprint code, rigging, and animation. Frosty handles the majority of the art and level design. Originally we are both practicing character artists but we both decided to push ourselves and make a game this last semester.
Here Ill be posting programming, bug fixing, and builds for people to try out the game. If you would like to see the art links here
http://polycount.com/discussion/178566/ue4-game-titania-art-dump-critque/p1?new=1 I'm very ametuer when it comes to both rigging and UE4 so if there is a stupid mistake or issue call me out on it, please! I'll be posting builds of the game later on when i feel they are ready for some feedback.
Currently i have an issue with importing our rig for our bat monster into ue4. I need to trouble shoot this before i start work on some basic animation for the character. Normally when i import a character from maya with rig intact all the pieces of the skeleton would be right in place where they were exported from. In this case though a few key bones like the thorax and the head bone jut outwards. I believe this is an issue with the rig itself and the root joint moving to an awkward location. I feel it would best if i link the fbx file as well as the maya(2016) file, that way people can see exactly what i may be doing wrong. Here's the link (
https://drive.google.com/drive/folders/0B_D-rHagygV7V2dWdUNkR2V6dFU?usp=sharing). If you would need access to the maya file please comment here and ill pm you the password.
Thanks in advance for any assistance with this
Replies
YAY! The issue has been fixed! WOooooOOT. So to quickly explain the fix, the mesh needed to be re imported. The wings i had to reexport from maya as an obj, this i believe saves the positional data rather than an fbx which saves the origin data. After doing so i had to transfer all of the weights from the old mesh to the new mesh, i use http://www.supercrumbly.com/archives.php?sid=124#.WAG-EPkwhQK this script to do that. Makes things easier. Afterwards i deleted the old mesh and re imported everything and poof it worked. Now there was tons of troubleshooting that i did along with this but this was the primary solution i found. Other notes would be that i believe UE4 has a rule about multiple meshes and how it handles the bones for them. Whats odd is after i deleted the wing, the bones returned to their original position. Weirdly only when the wing flap mesh was present did the bones not import correctly. This may be either an issue with FBX's or ue4 itself im not sure.
https://www.youtube.com/watch?v=nqFyyWOPdto&feature=youtu.be
Currently at the most basic playable level. Will be adding on content and cleaning up the combat from here on out! Any early critique please post it here, or email me!
https://drive.google.com/open?id=0B_D-rHagygV7YTdfUlJwSGpveGM
Latest Build For Titania is here
https://drive.google.com/open?id=0B_D-rHagygV7RUxGU2cwQ3FNZ3M
To learn more about the game here is the project page on my website
http://mawofthevoid.com/projects/6242738