duplicate the skeleton, collapse it's transforms, constrain it to the old skeleton and trnasfer your skin weights to the new skeleton. if you actally need to collapse the controllers on the new one you can but you'll probably find it's not necessary - you simply animate the old skeleton and pull the animation of the new one
Hey guys, i wanted to make a skeleton for a game scene and gonna use UDK 4 for it. But i dont know how to start and to create a skeleton for this scene. Maybe you guys can help me or know a tutorial who's practicing this Greetz
Hi, this is realy awesome tool, but I've faced small prodlem... When I import .mesh file, skeleton is offset to mesh (... or mesh is offset to skeleton) Why? p.s. Skeleton animation works well.
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…
Workflow: Issue: 1)Imported the UE4 Mannequin's skeleton and skeletal mesh Note: their pose matches perfectly, but they’re not in a T-pose. 2) Define the skeleton in HumanIK. Issue: Since the skeleton is not in a T-Pose, after I assign the upper arm, lower arm, and hand I am getting this Status message: "The right arm…
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…