I modelled some boots in Maya and tried to import them into UT3. (I have a character to match, but I wanted to test the boot's animation since they wound up not quite lining up with the skeleton, so only the boots are imported right now.)
This is the first character import I've tried to do.
I set up the parts info in the ini file and I can indeed see the boots appear on the character when I try to customize it, but the boots are laying on the ground, and at roughly a 45-degree angle.
It looks like the boots just fell over, falling backwards and a little to the right.
Does anyone know what might be causing this?
Additional information:
-I totally suck at skinning, so when I skinned the boots to the skeleton I weighted them completely to the right and left calves.
-They stand up just normal when I view them in Unreal Ed.
-The instructions I was reading online said I would need to adjust the origin and rotOrigin to specific values, but they looked fine to me so I set them all to 0. I wouldn't be surprised if I had them rotated the wrong way by the yaw, but they stood up straight with the world origin in the right place inside of the editor, I figured I was good there.
But just to check, I went back and set the rotOrigin to the values specified, but after that nothing had changed; they were still lying on the ground with no change in angle.
-I did check the box for Assume Maya Coordinates.
-They appear to not move when lying on the ground, even though the "doing nothing" animation the character plays does show the boots moving a little bit with the default boots.
This is the first character import I've tried to do.
I set up the parts info in the ini file and I can indeed see the boots appear on the character when I try to customize it, but the boots are laying on the ground, and at roughly a 45-degree angle.
It looks like the boots just fell over, falling backwards and a little to the right.
Does anyone know what might be causing this?
Additional information:
-I totally suck at skinning, so when I skinned the boots to the skeleton I weighted them completely to the right and left calves.
-They stand up just normal when I view them in Unreal Ed.
-The instructions I was reading online said I would need to adjust the origin and rotOrigin to specific values, but they looked fine to me so I set them all to 0. I wouldn't be surprised if I had them rotated the wrong way by the yaw, but they stood up straight with the world origin in the right place inside of the editor, I figured I was good there.
But just to check, I went back and set the rotOrigin to the values specified, but after that nothing had changed; they were still lying on the ground with no change in angle.
-I did check the box for Assume Maya Coordinates.
-They appear to not move when lying on the ground, even though the "doing nothing" animation the character plays does show the boots moving a little bit with the default boots.