View Full Version : Maya Bone Limits when animating a character?
02-26-2011, 12:07 PM
I realize that this may seem like a silly question, but I want to be sure, this is my first time with character animations. Anyway, in Maya, if I select a joint in my skeleton, and look in the attribute editor, I can set various options to limit my joints movements and rotations, I was wondering if I could do this while animating a character intended for the UDK and export it without problem? Or would I (after animating the mesh as per my needs) have to go into each joint again and turn off all limitations and such before exporting?
02-26-2011, 01:25 PM
I have never used bone limits, however it shouldn't affect UDK. Try turning them off anyway and importing it to UDK, as all your doing is animation it shouldn't really matter.
02-27-2011, 09:25 AM
As long as you have a valid skeleton, you can use whatever you want while animating.
In the end , the only things the plugin cares about is: bones hierarchy, vertex weights, animation.
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