skin modifier problem
well its not directly the UDK problem - but is there anything that i migth have missed?
biped model, skeleton aligned. Added skin modifier, added bones and checked overall envelope so all areas are at least covered by one bone - for first test.
I select a bone, move it... and only the skeleton/bone moves, mesh stays the way it was. Mesh isnt frozen or anything.
under modifier list besides skin is only editable mesh.
It generally always works but this time i cant seem to find out what might be breaking it...
Also, is there any lst for bone naming if id want to use stock UT animations in UDK (without having to make my own - not good at animating).
Can't help you with the bind, but if you double click on the LIAMcathode skeletal mesh in the content browser of the udk editor, there will be a bone hierarchy with all the names on the left.
well yeah... i spent quite some time on that - apparently addign a edit poly modifier on top of the editable mesh fixed it...
Maybe... But one simpler reason might be because you could have been in an edit mode on that Editable Mesh underneath the Skin modifier (and adding a Edit Poly modifier basically took it off if nothing or everything was selected at the time).
Like in that Selection window where you can choose to pick verts, edges, polys etc ... if any of those has a yellow square around it, the mesh will hop of the skeleton and go to the default pose even if the skeleton is mid-animation. This is handy for moving a few verts around without destroying your weight envelopes, then ticking it back off to see the character go back into a crouch or whatever you were weighting.
If this isnt the source of your problem, at least its a good thing to know how to do later when you get it working. (Same thing applies for weapons, vehicles - doesnt matter).