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Help with Mesh exploding after applying animation to my character

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  • 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
    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
Views:	1
Size:	97.5 KB
ID:	3248844

    Comment


    • #3
      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 ...

      Comment


      • #4
        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 ?

        Comment


        • #5
          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.

          Comment


          • #6
            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

            Comment


            • #7
              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

              Comment


              • #8
                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

                Comment


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

                  Comment


                  • #10
                    im experiencing the same issue

                    Comment


                    • #11
                      you might want to check that the root of your skeleton and your mesh's transformations have been frozen before export. (after setting the proper Z up orientation)

                      Comment


                      • #12
                        Ok so I renamed the main root of my skeleton to "bRoot"

                        should I add I prefix to all the bones for example

                        bRoot
                        - hip
                        - etc....

                        too

                        bRoot
                        -bRHip
                        -bRAbdoman
                        -etc..?

                        Also when I click Reset xForm my character ends up rotated. Ending up looking up as if she is laying down looking at the sky.

                        Character looks fantastic on initial import but when playing animation she still ends up looking deformed

                        Comment


                        • #13
                          IS the root join's translation set at 0,0,0 ?

                          Comment


                          • #14
                            yes she is set to 0,0,0

                            Im trying not to pull out my hair lol.

                            FBX acts good when importing a non animated skeletal mesh. With textures/materials looking good.
                            FBX animations causes my character to deform severely.

                            Actor X on the other hand is able to import my character via PSK
                            Actor X is able to play my animations smoothly via PSA =)
                            almost made me cry when I got to see my character with custom rig/mesh come to life =)

                            I even tried playing the PSA on my FBX skeletal mesh and it turned out severely deformed as well

                            Comment


                            • #15
                              When you export the character is it in the same base pose of the UT characters during skinning (if you're using the UT rig)?

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