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  1. #1
    Iron Guard
    Join Date
    Nov 2011
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    Somewhere on Earth.
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    Default Custom Weapon left hand position issue

    Ok...i have a custom character rigged by a member here (which works fine). I have added a custom weapon also but as you can see in this image, the left hand is not placed correctly.



    I asked the guy who rigged it but he said i need to do the character animations, but the problem is................yeah you guessed it......am no good at animations . But if there is any way i can bring those udk character animations (AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale') to 3dsmax, i can slightly change them to make it work with my guns. So do you guys know if there is anyway i can get those animations to 3dsmax?

  2. #2
    Palace Guard

    Join Date
    Jun 2007
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    Christchurch
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    3,515

    Default

    There is a tool called UModel that may help. Otherwise you can try experimenting with IK.

  3. #3

  4. #4
    Iron Guard
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    Default

    I got the animations using UModel...Then modified them in 3dsmax...Exported and Imported in UDK and changed the animset in UTFamilyInfo_Liandri_Male.uc file. But still it wont work.

    I changed the Animset in UTFamilyInfo_Liandri_Male uc file:


    Animation works fine in Animset Editor:


    But in-game its not working


    I also changed the animset in UTFamilyInfo_Liandri.uc file but still not working...Any idea why?

  5. #5
    Marrow Fiend
    Join Date
    Jul 2006
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    UT40k
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    4,188

    Default

    what you might also have to do is change the animtree (code in the utpawn.uc) make a copy of the udk animtree re-name it and set the animtree properties to the new animset.

    not sure if it will work as i haven't tried it
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  6. #6
    Iron Guard
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    Nov 2011
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    Default

    Quote Originally Posted by geodav View Post
    what you might also have to do is change the animtree (code in the utpawn.uc) make a copy of the udk animtree re-name it and set the animtree properties to the new animset.

    not sure if it will work as i haven't tried it
    Did that...still not working...I've also made a backup copy of original AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale' and imported the modified PSA into the BaseMale Animset. But still its not playing my modified animation.

    Now i thought of getting a custom character with custom animation but am unsure about AnimTree: http://forums.epicgames.com/threads/...stom-animation

  7. #7
    Prisoner 849
    Join Date
    Jul 2007
    Posts
    983

    Default

    If I recall there's an IK solver in the default AnimTree which is used to stick the hand to weapons. See if it helps to turn it off and then continue to either set it up correctly or leave it as it is.
    Technical Artist / Animator - InAction @ Forums.BeyondUnreal

    Demoreel: Website
    TUTORIAL: Character - Maya to UDK Livestream
    CHARACTER: UDK Character / First Person Animation Rig
    SCRIPTS: Axtended Animation Manager (FBX Animation Batch Exporter) | T3D Exporter

  8. #8
    MSgt. Shooter Person
    Join Date
    Apr 2011
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    70

    Default

    I have the same problem, left hand is under the gun, too far away, the placement of b_gun_lefthand bone does not work.
    Anyone can help?
    I've been searching the forum with no luck, some say to edit Animtree, so I edited CH_AnimHuman_Tree.AT_CH_Human, but it did not work.

  9. #9
    Skaarj
    Join Date
    May 2010
    Location
    Stockon,CA
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    24

    Default

    any updates on how to solve this?

  10. #10
    MSgt. Shooter Person
    Join Date
    Sep 2012
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    303

    Default

    You guys are making your own copies of the anim trees right?

    In the animtree there is a green box called left hand IK, you can play around with it and set the effector location to see how you can position the left hand, but the changes won't show up ingame I think. You need to find a way to manipulate this through scripting so that it changes when you have the weapon out.

  11. #11
    Prisoner 849
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    Apr 2009
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    Jacinto
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    Gamertag: Keltar3007

    Default

    You need to make the change in your Pawn.uc file in the UT files it will b UTPawn.uc).
    My Models...Obviously not the best

  12. #12
    MSgt. Shooter Person
    Join Date
    Jul 2012
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    USA
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    197

    Default

    I got it to work in-game simply by using a SkelControlSingleBone for the left hand bone, or the "left hand IK" node mentioned above. Just check "Apply Translation" under Adjustments and check "Add Translation" under Translation and then set the bone translation offset values to make it look good with your weapon. As has been said above, make sure you are either using your own AnimTree or a COPY of the UT AnimTree to do it, not the original UT one, that will mess things up with the default UT animations.
    Code:
    while (awake)
    {
           write code():
    }


 

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