UE3 - UT3 Animating stock ut3 skeleton

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Mr.CrackPot

New Member
Jul 23, 2005
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Hey guys,

ever since buf went down my post count went to hell and I miss it very much... so taking it back one step at a time, here we are once again with a strange problem that I've been having.

So I'm trying to get some custom animations to work with the stock ut3 characters. The problem here is the way that epic structured the base skeletons in max; the way they're built is that the character's mesh is rigged to the "b_" meshes which are in turn tied to a base biped by use of constraint controllers.

So when I made my test animation I keyframed biped poses and the epic skeleton followed suit followed by the mesh itself which is tied to the epic skeleton by use of the skin modifier. The problem is that when I export from actorx only the biped keyframes are exported while the epic skeleton doesn't move as far as actorx is concerned. Has anybody had any luck with this or am I doing something wrong?
 
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Leonardo

Old fart on top the mountain.....
Heyho Hididdlydo the one person I "know" who would be able to answer that would be evilengine. he's one of the few people I know as well as Mario who has a decent understanding of the the Models to be of an assistance to your particular issue. Send him an PM see if he can lend some advice...
 

Mr.CrackPot

New Member
Jul 23, 2005
181
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hey buddy! yeah that's probably a good idea. I'll fiddle around with this some more I think I'm getting somewhere otherwise PMing is pretty high on my list right now.

edit: hah! yes fixed. Ok here's how I did it should anyone want to know:

basically all that needs to be done is that you must collapse the trajectories of the epic skeleton. This is done by selecting all the pieces of the epic skeleton then go to Motion tab -> trajectories -> collapse under "collapse transform"

afterwards delete the biped, select the epic skeleton (not sure if this makes a difference), go to actorx and digest your animation with the options all skin-type, all textured, all selected (not sure if these make a difference either); also make sure cull unused dummies is UNCHECKED, that one gave me a lot of trouble. Afterwards, your animation should be compatible with the ut3 stock skeletons!
 
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