I'm reusing the skeleton of an existing character into a new one. Since the mesh is different, i had to rescale and translate the root node of the skeleton a little bit, as well rotate some joints. After that, i successfully skinned the skeleton to the mesh. Unfortunately, when i play any animation from the old skeleton…
hello everyone, i'm new to UE4, currently having export-import problems from Maya 2014 to UE4: in Maya, the character geometry isn't a single mesh geo, but consists of lots of geo fragments like this hierarchy: * Geo_Mesh_group * geo_group01 * geo01a * geo01b * geo02 * geo03 * geo04 * geo_group02 * 80 geos * geo05 * geo06…
A friend of mine recently recommended I use Advanced Skeleton for rigging a character I want to animate. I looked up a tutorial and followed it but I'm having several problems. I'm not sure if everyone here is familiar with Advanced Skeleton, but it seems to be pretty popular, so I hope someone knows. First off, I know…
Suppose you build a skeleton upside down. The skeleton has a root joint at 0, 0, 0 with its rotation and orient set to 0, 0, 0 as well. Then you put the rest of the skeleton into some pose. How do you flip that skeleton right side up without modifying the transformation values on any of the joints? The root joint must…
I really enjoy making and tinkering with rigs inside of Maya, but something has been bugging me lately. Most of my rigging knowledge comes from this tutorial from the Maya Learning Channel: https://www.youtube.com/watch?v=MV4XRgmTynY It advocates using separate joint chains for different bodyparts, as opposed to keeping it…
I've imported a hand mesh skinned to a right arm skeleton ending in a neck joint (the skeleton for some reason has imported as only constraints and no bones). I'd like to mirror the hand and skeleton (constraints) around the neck joint so that I'll get a unique left hand with corresponding left arm skeleton. When I try to…
Hi, I have a web based animation editor. I create the sprites manually. So for a walk cycle, I create about 10 frames. As time has gone by, the number of characters have increased. I am now wondering if it may be worth it to introduce skeletons. So, I create the 10 frames for the skeleton walk cycle and develop code to…
i have a model that i would like the be an Unreal tounament player model. it's a biped, but it doesn't quite meet the same proportions as any of the defualt skeletons. i was wondering if i can modify one of the normal skeletons and still have it use the default animations. and if i can't do that, does anyone have any good…
When I try putting a mesh on the premade epic skeleton found here http://udn.epicgames.com/Three/UT3CustomCharacters.html#Skeletons and importing it I encounter a problem, It gets imported but when I try to add animations to it, the skeleton moves but not the Mesh itself, does anybody know what i'm doing wrong or how i can…
If you link, you break the skeleton hierarchy and have to rebuild it when you export your skeleton-assuming it doesn't smash up all your transforms and ruin everything. It also doesn't guarantee your joints end up in the same place as the biped ones If you use position and orientation constraints for binding to the biped…