I'm trying to create a simple animation for a game and decided to use an IK limb solver on 1 of the arms. I collapsed the IK bones and deleted the IK chain. Everything looks fine in max but, when I test the animation in-game, the arm stays motionless. What am I missing?
Edit: The game's Skyrim Special Edition and I'm using 3ds Max 2012
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Secondly, which game engine? And how exactly are you exporting/importing out of Max and into it? Each game has its limitations & best practices.
Third, which version of Max, which version of the game engine. Things change from version to version, bugs are add, bugs are fixed, etc.
I suspect deleting the IK is your problem. But most game engines only import FK animation, and if you want IK in-game you usually set that up inside the game editor.
As for the info:
The game's Skyrim Special Edition (which uses the Creation Engine), I'm using 3ds Max 2012 with the niftools plugin (so I export/import the file in kf and convert it to/from hkx through hkxcmd)
If I may ask, how do I properly delete the IK?
This collapses everything into simple FK, which usually is better for a game exporter. Worth a shot.
There's probably a better way to do this but it works and that's enough for me.
Thanks for the help, much appreciated.