Hey all.
I'm looking for a quick rundown of how the hierarchy should work when exporting vehicles using ActorX.
I'm using Maya (2008) and I want to know things like the following:
- Does the root bone have to have a special name (or any bones for that matter)?
- Does my model have to be 1 single mesh?
- How do I want to bind the model to my rig? (smooth or rigid, and yes I know the difference, just looking to know the "right" way to do it)
- Do I want to just bind the whole model to the root bone, or can I bind separate parts to separate bones?
I'm sure one thread with all these little tips and the correct hierarchy to have would be extremely useful. I can't seem to get a straight answer about this stuff anywhere...
While things can be done in various ways I'm interested in knowing what the right way to do things is, or at least a way that works in UT3...
Thanks.
I'm looking for a quick rundown of how the hierarchy should work when exporting vehicles using ActorX.
I'm using Maya (2008) and I want to know things like the following:
- Does the root bone have to have a special name (or any bones for that matter)?
- Does my model have to be 1 single mesh?
- How do I want to bind the model to my rig? (smooth or rigid, and yes I know the difference, just looking to know the "right" way to do it)
- Do I want to just bind the whole model to the root bone, or can I bind separate parts to separate bones?
I'm sure one thread with all these little tips and the correct hierarchy to have would be extremely useful. I can't seem to get a straight answer about this stuff anywhere...
While things can be done in various ways I'm interested in knowing what the right way to do things is, or at least a way that works in UT3...
Thanks.
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