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  1. #1
    MSgt. Shooter Person
    Join Date
    Dec 2010
    Posts
    104

    Default How to use the K_AnimHuman_BaseMale animations in a custom mesh?

    Hi! I created a model skeletalmesh (with the main proceedings).

    But now, in AnimSet Editor, I'm trying to use the animations K_AnimHuman_BaseMale [124]> CC_Human_Male_Idle [220] (image) in this skeletalmesh, but there is no movement in the mesh qhen I click play.

    Is really possible to use this animations custom model, to do not to have to keep creating various animations?
    Last edited by thunderstorm; 06-02-2012 at 11:46 AM.

  2. #2
    Marrow Fiend
    Join Date
    Jul 2006
    Location
    UT40k
    Posts
    4,169

    Default

    sure you can, just make sure you use the epic character rig, i do it all the time
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  3. #3
    MSgt. Shooter Person
    Join Date
    Dec 2010
    Posts
    104

    Default

    That anims are perfects to a custom human character.
    Ah but I have found here that you have to create a model with the exactly rigs used in CC_Human_Male_Idle [220], because before the skeletalmesh changed due to error in the joints.
    Thanks!


 

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