Hello, I am using the latest version of advanced skeleton in maya 2018. I am using a modified version of the cat demo rig. The only modifications I've made are on the feet and face, and the addition of softmod cluster controls which I use for correction/volume loss. The selected softmod cluster control's behavior becomes…
- Export a skeletal mesh model as FBX from your application of choice. - Check that it opens up fine in FBXReview. FBXReview is the official tool provided by Autodesk to do exactly what it says : reviewing FBX models. - Import this skeletal mesh into UE, leaving everything as default. These are all the steps you need to…
Character sets and Trax wont help. With HumanIK you can pretty good transfer animations between diferent biped skeletons. As it comes to custom rigs, what I do is to create a skeleton that matches all the controls of your rig (duplicate the rigged one), constrain your controls to this skeleton, and then transfer your…
I have Maya LT 2018.3 and Unreal Engine 4.19. I have a skeletal mesh character with a base mesh and 4 LOD. They are all skinned to same skeleton and control rig. I exported using FBX 2016/2017 inside of Game Exporter in Maya LT. When I import to UE4, I checked "Import LODs" and the base mesh looks great with the material…
So here's the question: How can I export a skeletal mesh (one that is cooked) from UDK into a usable file for 3ds max 2012? The reason I want to do this is because I'm in a group project in a level design class (and I'm relatively new to UDK) and the professor wants 2 custom mesh's in our level whether it be vehicles,…
Hi, Some time ago I made these characters for Flying Wild Hog. Unfortunately second one was stopped on high poly. Models were made based on concepts by Maciej Birkenmayer.
This is for my modeling class. At the moment I'm just blocking it out, but I'm definitely open to any critique, or pointers or whatever. Reference: Current Progress: