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Blender to UDK rigging guide/ tutorial

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  • replied
    Alright, I tried this thing one more time now. I got really annoyed by all of the problems the last time I tried that I quit trying to import a character mesh into UDK with the UDK animations...

    Anyhow, I seem to have gotten a bit of success with it.

    Try this: http://blenderartists.org/forum/show...=1#post2352229

    EDIT: I haven't tried this yet, but I'm guessing that if you want to try it with your own rig, just stick to having the b_Hip, b_Spine and b_Right/LeftClav bones on similar positions as they are in the UT male rig. Also try copying the Bone Rolls of each bone as they are with the rig that I've made(90° on the toe bone, -90° on the ankle, -90° on the leg,... - just look at my Armature)

    Also when opening your character mesh with the AnimSet Editor try unchecking the 'Anim Rotation Only?' box in the AnimSet tab

    Leave a comment:


  • replied
    Yes, it has been a while.
    Search for the text instead of going by the suggested line number
    I have never tried to use the UT3 animations with a custom rig, so I cannot comment about using those animations with your own.
    As for the orientation, did you export using "Include default take" and import with “Use TOAs Ref Pose”?
    This was suggested by Spoof and works a charm for me.

    Leave a comment:


  • replied
    you have to search a bit in the fbx .py as the lines have moved a bit since jusko did his tutorial, the lines are now 2554, 2555, 2556 , blender 2.65

    you could try changing the roll of the bones, solong as they then match the ut3 rig it should then work, no promises though

    Leave a comment:


  • replied
    Originally posted by geodav View Post
    to be honest, if you want to use the udk anims with a blender character then use the ut3 rig, yes it looks wierd in blender and its a pain to animate but afaik thats the only options.
    have you edited the fbx exporter to remove the extra root bone that it adds
    even if you have named the bones to be the same as the ut3 rig, if the bone orientation isn't the same then the anims will but wrong in udk
    hey thanks for the answer geodav!

    I tried editing the .py script/addon for the FBX export, but it wasn't the same as mentioned in Jusko's tutorial. I'll try it again.

    As to bone orientation, I thought it might be something like this. Do you think it would help, if in Blender I change the roll of each bone to the roll of ut3 rig's bones?

    Leave a comment:


  • replied
    to be honest, if you want to use the udk anims with a blender character then use the ut3 rig, yes it looks wierd in blender and its a pain to animate but afaik thats the only options.
    have you edited the fbx exporter to remove the extra root bone that it adds
    even if you have named the bones to be the same as the ut3 rig, if the bone orientation isn't the same then the anims will but wrong in udk

    Leave a comment:


  • replied
    I'm sorry to bring up an old thread, but I have a question I need answered about custom characters with a custom rig that imitates the UDK character rig.

    I'm using Blender to do this.

    So I named all of the bones how they should be named, I parented the bones to their respective parents(like in the UDK character rig), I weighted the character and then exported it using the FBX exporter. Everything went well, except that the character is rotated on it's back and all of the animations are messed up. Even though I weighted it correctly. It seems as if UDK is stretching my bones and rotating them, because they aren't the same size as in the default UDK character rig. Even though I went through all of the steps and completed them successfully, something went wrong.

    Any suggestions?(especially aimed at you, slowJusko, because you managed to complete this successfully )


    Thanks so much,

    toast

    Leave a comment:


  • replied
    Originally posted by Spoof View Post
    It appears non-deformer bones that are parents to deformers (or otherwise embedded in the deformer chain) will still get exported regardless of their deform setting. So for advanced setups it's probably still necessary to separate the deformation and animation hierarchies within the armature.
    Another thing to add.
    Thank you for the heads up.

    Leave a comment:


  • replied
    Just a note regarding the only export deformer bones option.

    It appears non-deformer bones that are parents to deformers (or otherwise embedded in the deformer chain) will still get exported regardless of their deform setting. So for advanced setups it's probably still necessary to separate the deformation and animation hierarchies within the armature.

    Leave a comment:


  • replied
    I can highly recommend the first one.

    Can't comment on the second - haven't seen it (yet).

    Leave a comment:


  • replied
    These are two of the best rigging tutorials for blender. Well worth watching, about an hour for each.

    http://www.blenderguru.com/videos/in...ion-to-rigging

    http://cgcookie.com/blender/2011/12/...acter-rigging/

    Leave a comment:


  • replied
    I had the same experience regarding forward/up and UDK, hence only mentioning "Use TOAs Ref Pose".
    I should also mention the "Include Default Take" options relation to "Use TOAs Ref Pose".
    Not experienced enough with model or animating properly to know what "Import Tangents" etc means.
    Two things to update already.
    Yay.. or something.

    @pixxie_payne: Is this the kind of information you need or were you looking for how to actually rig and create animations (which I am yet to write about)?

    Leave a comment:


  • replied
    Regarding the forward/up axis settings for export, I'm of the opinion they are useless unless you intend to import the FBX into Max/Maya.

    I did some tests and, while they affect the FBX file itself (viewable with the FBX conversion toolset), UDK just re-transforms them anyway. I may be missing something, but I haven't noticed any difference between the settings. I leave it on the default now.

    One other thing, it's important to select "Import Tangents" (or bOverrideTangents), especially if the mesh isn't triangulated. Without it UDK will calculate it's own normals for each triangle which can produce smoothing artifacts. Import Tangents will use the face normals directly from Blender (it's the skeletal mesh equivalent of bExplicitNormals for static mesh import).

    Leave a comment:


  • replied
    Lol... I am aware of it. I've known a few Aussies in my time, even an amorous encounter with a Kiwi. But enough of that!

    Don't worry about credit, I won't have a website up until later this year. I prefer to stay one step ahead of unsatisfied customers

    Leave a comment:


  • replied
    Tutorial is up, for what its currently worth : Tutorial: Blender to UDK Player Model.

    Probably make a dedicate thread for it.

    @spoof: I'm not sure if you know this, but being an Aussie, your nick name can have a completely different meaning :P
    Barring that, have you got a website or email I can link to?
    I've recently began using your `trace idea (better then my setup) and I like to have who deserves credit/should be contacted in the actual file.
    Habit.
    Also, if my computer blows up because of it, I can send you vague threats...

    Leave a comment:


  • replied
    Morph targets appear to be working fine too. I only did a quick test, but they imported without a problem.

    Leave a comment:

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