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Thread: Help with Mesh exploding after applying animation to my character

  1. #1
    frasher00
    Guest

    Help with Mesh exploding after applying animation to my character

    Hey, I'm new to using UDK and could use some help....

    I exported the mesh and animation using FBX Export and this is what happens when I apply the animation to the mesh.

    Before:



    and this is after....



    any thoughts???

    I'm at an standstill on a project until I figure this out

  2. #2
    Lexluthor1
    Guest
    Quote Originally Posted by frasher00 View Post
    Hey, I'm new to using UDK and could use some help....

    I exported the mesh and animation using FBX Export and this is what happens when I apply the animation to the mesh.

    Before:



    and this is after....



    any thoughts???

    I'm at an standstill on a project until I figure this out
    Did you export the character first...Then go back to max/maya and apply the animation then export that?
    Or did you create the animation on the character and only export it once form max/maya?

    Thirdly, have you tried un-checking anim rotation only ?
    Look at this image,

    Click image for larger version. 

Name:	Anim Rotation only.jpg 
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  3. #3
    frasher00
    Guest
    Thank you for responding to my post

    What I did was export the mesh AND the animation at the same time.... is that a bad thing?

    the "Anim Rotation Only" check box was check and I un-checked it and it helped a little. the mesh is still exploded



    Should I normally export the mesh and THEN the mesh with the animation?

    Also, my team wanted me to ask if there is a specific naming convention the we need to follow for UDK to properly work for the animations regarding the bones for the character?

    Quite frankly I feel like there are not enough tutorials for importing animation into UDK properly ...

  4. #4
    Lexluthor1
    Guest

    Cool

    Quote Originally Posted by frasher00 View Post
    Thank you for responding to my post

    What I did was export the mesh AND the animation at the same time.... is that a bad thing?

    the "Anim Rotation Only" check box was check and I un-checked it and it helped a little. the mesh is still exploded



    Should I normally export the mesh and THEN the mesh with the animation?

    Also, my team wanted me to ask if there is a specific naming convention the we need to follow for UDK to properly work for the animations regarding the bones for the character?

    Quite frankly I feel like there are not enough tutorials for importing animation into UDK properly ...

    It shouldn't really make any difference with the anims, either with the mesh or after! As long as you don't make any alterations to the mesh after the anims have been imported..
    ie; Change skeletal names or controls and then re-import the character without a new animset!

    As for naming, no, I never use any naming conventions....My characters and anims are named simply like, character_01 and the anims could just be named character_01 anims..

    Its difficult to diagnose without seeing the scene file....Are you using Max or Maya and fbx or actorX ?

  5. #5
    frasher00
    Guest
    I'm using Maya 2012 and FBX because Actor X is not updated for Maya 2012 after reading "The FBX Content Pipeline has replaced the ActorX plugins and import pipeline." on UDN i dnt think that Actor X will ever be updated for Maya now.

    I did not alter the mesh in any way after exporting both the mesh and anims out using FBX

    I opened the FBX file in Maya and it plays just fine.....

    I wish I could upload the scene file to here or email it to you because I'm to the point where I need to seek out someone who's been using UDK for animation and is experience with this.

  6. #6
    Lexluthor1
    Guest

    Cool

    Quote Originally Posted by frasher00 View Post
    I'm using Maya 2012 and FBX because Actor X is not updated for Maya 2012 after reading "The FBX Content Pipeline has replaced the ActorX plugins and import pipeline." on UDN i dnt think that Actor X will ever be updated for Maya now.

    I did not alter the mesh in any way after exporting both the mesh and anims out using FBX

    I opened the FBX file in Maya and it plays just fine.....

    I wish I could upload the scene file to here or email it to you because I'm to the point where I need to seek out someone who's been using UDK for animation and is experience with this.
    The problem FBX is that it doesn't give you any margin for error like ActorX used to...One mistake and the whole scene is ruined..
    Try and upload it to GameFront or similar and I'll take a look and see what's happening

  7. #7
    frasher00
    Guest
    Try and upload it to GameFront or similar and I'll take a look and see what's happening
    Lex, I sent you a msg with the link to the rig

  8. #8
    Lexluthor1
    Guest
    Quote Originally Posted by frasher00 View Post
    Lex, I sent you a msg with the link to the rig
    I'm downloading it now and I replied to your message

  9. #9
    darthwilson
    Guest
    Looks like a scaling issue to me.. reset xForms? make sure your bones aren't scaled

  10. #10
    thejaguarmma
    Guest
    im experiencing the same issue

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