I'm trying to import some static meshes into UE4 with simple transformation animations, no bones or anything. I've asked on the UE4 forums, and it seems possible Stopped getting replies over there so I thought i'd jump over here. Everything seems to work, right up until its meant to animate something. The mesh's are there,…
I'm not an avid MySpace or YouTube user, I'm even less of a lonelygirl15 watcher.. or fan.. or addict, or whatever the hell you call people who watch the lonelygirl15 videos constantly. http://www.zephoria.org/thoughts/archives/2006/09/07/lonelygirl15.html This is an interesting read, and I love shit like this. Guerilla…
Ah, ok, I will have another look at the mirror tool. I bet the skinning would be easier with CAT bones and I have tried to use it, but the trouble is, that I have some *.bip motion capture files for those characters and it doesn't seem very straightforward to make them work with CAT. Even with the "biped" CAT parent the…
Hey, i can load sample projects, weird thing is i can start a new project now, but i can't load previous. Actually i can live with that for now. I am working on Windows 7 (Polish version) PS CS6 (english version) Tell me could it happen because of reloacting a project folder? I moved parent od that folder so everything…
Edit: updated because Logic Error is embarrasing and the "then don't do that" fix was getting old. version 2.0.5 download <-- multiple bug fixes: the userSetup.mel code to re-establish shelfButton popUp menus failed if the tablayout was not visible. ( the `lsUI` control search would fail ) multiple fixes for multiple…
Fbx works best in centimetres as a rule but the unit conversion stuff on import generally works ok. If its scaling up after you reset xforms then its got a scale on it somewhere - could be from a parent or could be due to forced unit conversion. The wireframe thing is almost certainly due to the same scaling. Assuming…
Here is an example when I had to do this work. * Create a null in the center of the world. Parent the camera to this. * Object is in the center of the world. * Camera is set to target. * Target is at mid center of object. * Set your frames from 0-359. * set rotation of null to 0,0,0 on frame 0. (assuming x,y,z) * Set…
If you don't believe him, you can google it yourself. Adobe does indeed have a track record of acquiring and killing software. Mixamo is probably the most recent example. As for the email, stuff like that is always said on an acquisition in order to maintain customers. Even if they actually believe it themselves at…
well first off all i wouldn't bother binding anything, just wastes time having to paint weights, even if you did a rigid bind. simply parent the appropriate parts to each corresponding bone. from looking at your images i'd say the Layout would be something like this Torso->Head | | |->Arms->Hands->Shotgun |->legs->Feet…
If you're doing just one oar as an instanced, animated mesh then you'll need one bone. The pivot should be where the oar pivots (where it touches the ship, generally) and it will point in one direction. Attach all verts to that one oar. e.g. If you want a whole system, you can make one parent bone for the ship and a bone…