Results 1 to 9 of 9
  1. #1
    MSgt. Shooter Person
    Join Date
    Jan 2012
    Location
    Eynsford, Kent
    Posts
    134

    Default Need help! :( - Bone system that isn't a character.

    Basically i need this mesh to "Breathe" like so,



    Now, i can animate it, but i have not got a clue how to setup the bones, i have tried for abotu 2 hours, but all i ended up with was 4 seperate bones skinned to the mesh, which just ****ed it up in the UDK.

    I think i need a cross shaped system with a root in the middle, i have looked around extensively but it's all about the biped generally...

    You'd really be helping a commercial release game here fellas

    Thanks in advance!

  2. #2
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Posts
    117

    Default

    Hey bud, If you have a root bone in the centre, and then a another bone for each arrow(object), connect all arrow bones to the root bone in the centre, then just animate the arrows.

    Another way is to use dummys and label them with the prefix b_

    hope this helps!

  3. #3
    MSgt. Shooter Person
    Join Date
    Jan 2012
    Location
    Eynsford, Kent
    Posts
    134

    Default

    Sorry for being thick but, how do i make a "root bone" and a bone for each arrow?

    When i drag a bone out it always makes 2 parts.. and when i hierarchied something earlier, when it came to animating, i couldnt move bones on their own in and out...

  4. #4
    MSgt. Shooter Person
    Join Date
    Jan 2012
    Location
    Eynsford, Kent
    Posts
    134

    Default

    Ok i fixed the bones and they work in UDK now.. but the aniamtion didnt import with it..

    I created it by moving the bones etc in max and made keyframes etc. Exported with animations like on the UDN and when importing that sequence it just sits there doing nothing on the aniamtion... (yes i hit play)

  5. #5
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Posts
    117

    Default

    Its a bit of a pain to set up at first.

    Was everything skinned and weighted? Ill have a play later and post my findings on how to sort it.

  6. #6
    MSgt. Shooter Person
    Join Date
    Apr 2011
    Location
    costa del Tonge Moor
    Posts
    70

    Default

    assuming you are using 3dsmax then the best way to animate a non-organic is with anything but bones. as Dodge has mentioned using dummy's works better because the hierarchy and movement of the joints don't have to be correctly weighted.
    once you've imported the skeletal mesh into udk and created a animset with the animation inside then the animation when play is pressed should work. if it doesn't then this may be due to the settings of the animset, if you go the properties section in the bottom left hand corner of the Animset Editor and click the "animset" tab there should be a toggle option called "animate rotation only" unclicking this should cause the animation you imported to animate movement correctly. this usually comes with a warning about Raw data which can be fixed by reimporting the animation.

    Hopefully this is your problem as i was also clueless in the past as to why it wasn't functioning correctly.

  7. #7
    MSgt. Shooter Person
    Join Date
    Jan 2012
    Location
    Eynsford, Kent
    Posts
    134

    Default

    Thank you, you're a lifesaver. DAMN CHECKBOXES.

  8. #8
    MSgt. Shooter Person
    Join Date
    Sep 2011
    Location
    United_Kingdom
    Posts
    109

    Default

    Is this used as a pawn or is it a type of selection bracket? If its a selection bracket I would think using cascade would yield better results and performance, as opposed to bones and animsets.

  9. #9
    MSgt. Shooter Person
    Join Date
    Jan 2012
    Location
    Eynsford, Kent
    Posts
    134

    Default

    It was the marker that comes up when you touch to move.

    The way our game is coded means we had to use a SMesh, so the animations never worked anyway....


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.