It's the default UE4 Mannequin that ships with Engine Content in Unreal Engine 4. Exported out the Skeletal Mesh and removed the skeleton. I keep it around for that very reason - it's a great scale reference if you work in Unreal a lot. :smile:
Hi! I am very new in motionbuilder and can't find complex tutorial that would help me solve problems. I hope I can explain what i am doing and you will show me where is mistake: First issue - I have task to retarget animation from one fbx file to other. But I don't understand something. When I open file with model it has…
@sacboi, I appreciate it, but I wouldn't be able to get as far as I did without knowing these :) I'm mainly working on a simplified version of this mesh and use DataTransfer from it (haven't done any fixes on the final weight-painting yet). The problem is not in tools themselves (as far as I can tell), but more... basic -…
Hah, that hurts. I was specifically thinking about skeletal land marks when sculpting, I guess that was not enough. I took your advice and it quickly highlighted trouble areas with the sculpt, so I'm going to go even further and sculpt the entire skeleton. Updates soon.
Really cool design. You may want to think about how the skeleton would stay stationary. Seems like it would slide all over the place with any movement. It doesn't really make sense for the skeleton to be over the wrappings either. I don't know if I would have the wrappings go up that far anyway. You may also want to do…
https://gumroad.com/countvertsalot I've been working on this for awhile now. I think I have developed a great way to learn anatomy. It will take a lot of work, but you get to skip all the dead ends and wasted time that I and many others had to go through. The basic idea is that I allow you to get past the first major…
Hi, I have a problem with a single motionbuilder problem that is bothering me from time to time. I spent days on google to find out about this problem, maybe its something easy you guys know. How I use motionbuilder is to, assign the bones and build the skeleton. Load a animation control rig. Plot to skeleton and I am…
He was just one of the cleaner looking images of skeletons i found, i have a few skeletal refs, and dispite his bubble shoulders i think its quite accurate :P I'm using a few very old anatomy books aswell, but mainly google images.
Which software are you using? Which option did you download? It isn't a full rig, it's a skeletal hierarchy. It's what you would use for mocap/game engine import. There are scripts to convert the skeleton to an animation-friendly rig with controllers(Maya/Biped/Cat)
was wondering if there is any way to adjust the position of bones in a skeletal mesh after the mesh is in UDK. want to try out a trick i Seen ND do in there uncharted games which was making environment piece like trees skeletal mesh's with bones skinned onto some tree limbs and roots, than adjusting those bones to make it…