View Full Version : Skeletalmesh Animation issues...
10-20-2011, 04:35 PM
I have exported a skeletalmesh from blender with the FBX animation. I have my FK animation rigged up to a completely seperate IK rig. I only export the FK rig's animation but the ik animation is sort of.. "baked on". I successfully get the IK animation in game, with one problem. It seems to only capture rotation.. In blender I move the controller bones (ik) up and down for the walking, when I import it in UDK it doesn't move up and down. It stays "fixed" at the top and only the legs move. Can you not have translation in your animation?
On a side note: I also had a problem with the physics asset in UDK. The top part is de-attached but it's... attached? I may add pictures.
10-20-2011, 07:38 PM
Common problem that you could probably have used search for :|
Under the AnimSet tab in the AnimSet editor, untick 'Anim Rotation Only' or add the bones that need to move to the 'Use Translation Bone Names'.
As for the physics asset, its sounds like its missing constraints and the like.
There are tutorials on creating one properly floating around the interwebs.
10-21-2011, 11:45 PM
Ah, I solved both my problems... I tend to figure out my situations after I've written about it. I'm going to start writing my problems down to look at for later date to avoid these useless threads. I also did search..., but I most likely searched the wrong things.
10-22-2011, 06:54 AM
I have a habit of bouncing problems off who ever happens to be nearby, physically or online.
Works out more often then not :)
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