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?
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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