Hello,
So, I've been trying to setup the root bone for my rig in 3Ds Max 2022. With the intention of importing it into UE4.
The steps I have taken to do this are:
1) Create a Root Bone and zero it out so it is center in both direction and rotation.
2) Freeze all Bones (in this case I also froze the spline controls)
3) Group the bones underneath the Root bone (parent) in the Hierarchy
As a quick test, I selected all the bones and geometry and exported them as an FBX. It to imported into UE4 without any issues. Now, I haven't applied any animations to it yet, but I haven't gotten that far.
The issue is when you save the scene in 3DS Max. After saving and reloading the scene the below issue occurs with some geometry out of place.
Is this a bug in 3DS Max, or am I not adding the root bone properly?
Before The above steps:
After reloading the scene:
Replies
probably you will have to use skin utilities to copy the skin weights (copy from before the tranforms went wonky), kill the skin modifier on the object, reset it's transforms to be sure, add a new skin and then the bones into there. Then use skin utilities to reimport the skin weights from the mesh copy you made earlier.
Is this a CAT rig or a standard 3d Max bones rig ?
As far as the rig is concerned, it's a standard 3Ds Max rig. Thanks again!
does the geometry jump when you toggle (enable/disable) the skin modifier on that part ?