This tutorial might be of some help: http://www.farfarer.com/blog/2011/07/07/unity-skeletal-ragdoll-jiggle-bones-tutorial/ I know it is not exactly what you are looking for but it might help to achieve the effect you want.
Nice work on the hands! I do think the face could be improved, the features feel quite flat and don't really feel like they're sitting on a skeletal structure. Did a quick paintover, hope you don't mind:
Yeah, a little earlier on I had it looking more skeletal, but I got a few comments that the arms and legs looked too tubular.. I decided to add volume to the tops of the forearms, thieghs, and biceps to break up the cylinder look. Its a balancing act.
To be honest most cloth in games these days is still simply done with bone animation, but there are some realtime procedural solutions as MoP describes. Another way to go is to use a cloth sim to generate a bunch of morph targets, and use those in game as opposed to skeletal animation.
Guys, does anyone know how to make my camera view the same height as the little character i've played in the scene? Trying to get the height correct but when i play it im alot taller than the skeletal mesh
Your parent mesh must not be animated,do what you want with the children. Well, you have to link all to your non animated parent mesh in Maya. Select all and export it as FBX then import it in UE4 as a skeletal mesh.
Hello! My name is Jaime Silva, I’m an enlightened game developer at ArcForged, where we build gamer communities around compelling characters, stories and experiences. I have created more than a dozen video games over half my life, with the biggest one on its way! There’s a huge backlash in the industry regarding the poor…
Thank you for recap :) Sorry for long time without answering, but I was on holidays. Zipfinator: Thnx. First I painted really fast sketch in ps and then I started to sculpt...but it was terrible... so the second approach (current model) was made all in zbrush. MeintevdS: Here is my initial sketch from ps. It is only idea,…
You can put in feature requests on their forums while it's early. A couple of things I asked for are a graph editor, image atlas packing, and frame-based sequences on the skeletal hierarchy (which is I guess what you're talking about Muzz).
Have you done any research yet? There is an official engine documentation and it has a bunch of topics related to characters and skeletal meshes. Interchangable cloth and body parts is kind of more complex but again, there are a bunch of documented stuff already available on the internet. Just look it up on google.