I have an robotic character, who have lots of pistons in his limbs. Now, on the animations themselves it is fairly easy - just bake the constraints to the FBX. But the problem arises with using of state machines and such - when two animations blend together in the engine, or a procedural layer is added, the pistons start…
Jiggle bones/physics bones are pre-setup on the different rigs. If you want to make custom physics bones, you have to add/modify a .cloth file for that item. It's kind of a gamble though since I think it generates additional back-end work for valve in implementing it which they don't seem to like. Also, limitations exist:…
Thanks for the info. Working exclusively in Blender does have a few drawbacks though, with the biggest one being the import export issues. I do occasionally sell things in the Unity asset store, so smoothing and rotation issues aren't acceptable. Here's a catapult that I made about a year ago in Blender. The main chassis…
Are you telling me to import my normals map as X+ Y+ Z+ then ? Because this doesn't work. Or do you suggest to bake without the tangent and let xNormal calculate them with the algorithm of Mikk (Mikk - TSpace in xNormal) ? If so, why Epic suggests to import our tangents/binormals if we don't use them to bake ? I'm just…
There's the alternative of shape keys (also called blendshapes or morph targets). They're lighter than skeletal deformation since the engine is only interpolating the position of vertices between two points, as opposed to transforming each vertex by a bone matrix which is costlier. In your case you would 'drive' the shape…
I'd reccomend morph targets...probably easier to wrap your head around for a newbie. Whether you use a set of morph targets, or a skeletal rig, you'll be doing basically the same thing...keyframing a series of poses or mouth shapes for phonemes. Setting up sliders is just a more convenient way to keyframe the morph targets…
Hi guys I have made pong in UDK using Kismet. The game itself works but what I'm aiming to do is have it play across multiple screens using UDK's LAN multiplayer. The problem I am having is that the ball and paddle are only visible on the host machine which is only one of the three screens it plays across. On the other…
Hi, I have imported a Maya FBX file perfectly in as a Static Mesh but upon importing in as a Skeletal Mesh (same fbx file) it appears as if my smoothing groups are being ignored. Here is my process: Export from Maya with these checked: -smoothing groups -tangents and binormals -smooth mesh Importing in UDK -import tangents…
One of them is to simply model the character with the tool, then polygonize it with marching cubes or dual contouring, and then just rig it in your software of choice and then bring it back into Unreal as a skeletal mesh. Or you could just arrange the sdf objects in a hierarchical way in the tool while modeling the…
Most glaring problem for now is basic shapes. Shape of the ribcage is all wrong and should be easily fixable. You can find out how it looks in anatomy books, drawing books or online 3d anatomy sites. Also pelvic area. Once again, study books and try to understand how it should look like in all views. Study skeletal…