View Full Version : Costum Bone System
11-20-2009, 01:17 PM
I'm working on a small Mod, and now its time for the new Player Look and a few Monsters. My main Question is:
Is it difficult (possible?), to bring Monsters/ Players to work which use:
- an own Bone System
- are modeled in one Piece
In my Case for some Monsters for example its not possible to use the Epic- Released Bone System. The Second thing is, In cases it would be possible i tried Dennys Community Rig (also First Person Anims for the Arms) and everytime it calls me there are dublicate Bone Names encountered.
PS: I'm Using the newest version of UDK and Maya 2008
11-20-2009, 02:15 PM
Sure it is possible.
11-21-2009, 08:25 AM
Did you download the latest version of my rigs? I'm pretty sure you shouldn't get any duplicate bones errors. What scene did you use to export the meshes? :)
But yes of course, it's 100% possible to make your own skeletal mesh based on a new bone hierarchy.
11-22-2009, 04:28 AM
yes, I have the newest version of the Rig. I took a Picture with your Shotgun example Scene. The Same error encounters on the first Person Rig; I Don't know whats going wrong. I get the same error message for every Bone.
11-22-2009, 09:49 AM
Did you bake the animation already and then removed the controlset?
It seems you are exporting an unbaked animation (judging from only a few red lines in your slider), which causes duplicate errors.
A little how-to:
Set the time-slider at 0 (or wherever your animations actually start)
Press CTRL+A to open the Attribute viewer (or whatever the name is :P)
Click your b_Root bone (or equivalent).
Click Edit > Select entire hierarchy
If you use a Character set, be sure to disable it on the lower-right first.
Click Edit > Keys > Bake simulation
Afterwards, in the Attribute viewer delete the control-set (which contains all those nice controllers you use to animate). Or if there is a Character-set available, delete that one (it should also delete the controllers).
Play the animation after deleting the control-set to be sure it's all A-OK, now export using axmain.
If b_Root isn't in a group yet, do it now, as you might have to rotate your animation before you export it.
Click b_Root, press CTRL+G, select the just created group, and in the properties put Rotate.X and Rotate.Z to 90, now export using axmain.
Only do this step if the animation you imported in the editor causes your model to rotate in the wrong direction.
11-22-2009, 12:37 PM
There's no reason to bake out the animation. I just noticed that I had missed a naming convention on a joint chain in the shotgun example.
Rename it to;
It should now be excluded from export.
When exporting animations with my rigs, find MasterController and set the attribute ExportUT3 to On. There is a method to bypass this step but I haven't had time to update my rigs.
11-28-2009, 04:15 AM
Hell yeah! Thank you... works perfect =)
11-28-2009, 07:53 AM
You're welcome. :)
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