View Full Version : Bones not translating during animation.
11-20-2011, 11:35 AM
I'm having a problem with bone translations during an animation playback. When I play the animation in the animset editor, bones are translated correctly during the animation. However, when I play the animation in UDK bones only rotate. They stay at the translation from the beginning of the animation, not from their default position in the bind pose. Anyone know how I can fix this?
11-20-2011, 01:31 PM
I believe there's a checkbox in the skeletal mesh properties/editor that does that, and it's checked on by default. I don't remember the exact name or where it is, but it's obvious when you see it.
Edit: It's actually in the animset's properties, and it's called "Bone Rotation Only".
11-20-2011, 01:36 PM
Yes, that is unchecked. If I check it the positions of the bones are based on the reference pose positions, if it is unchecked the positions are based on the start or the animation.
EDIT: It looks like the problem is on the import side. A different animation works correctly. And I'm not the one doing the importing so its not my problem :D
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