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polycounter lvl 11
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EliasWick polycounter lvl 11
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  • musashidan
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    musashidan high dynamic range
    Personally, I would just do these kinds of simple animations directly within a blueprint. Animating a door rig externally is just going to end up in a blueprint anyway so it's just an extra, unnecessary step, for me.
  • Obscura
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    Obscura grand marshal polycounter
    Personally, I would just do these kinds of simple animations directly within a blueprint. Animating a door rig externally is just going to end up in a blueprint anyway so it's just an extra, unnecessary step, for me.
    Yeah... True. One reason that could think of, is maybe if you have like a more complex door with many moving pieces and complex movement. In that case, youd highly reduce the amount of individual components needed in your blueprint by using a pre-combined and animated mesh. Probably its also easier to animate and handle it with bones then. But even than, you could just import it as a skeletal one and animate inside persona...

  • musashidan
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    musashidan high dynamic range
    @obscura yes, definitely. If it were complex chain of events, something like a scifi blast/pressure door with spinning wheels/gears, sliding bars, and the like, I would probably set it up in Max first.
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