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How do you make a animation change levels without scaling bones?

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    How do you make a animation change levels without scaling bones?

    I have my characters animated with a simple armature in Blender. This is my armature on a test dummy mesh.

    Click image for larger version

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    In blender, the relationship between the center bone and the root can be scaled, but when it's imported into UDK, the relationship is turned into a solid bone, and the scaling is no longer there. So instead of crouching on the ground, it's crouching in mid air. Is there a way to fix this?

    Edit: Does this kind of movement require root motion to work?


    Edit 2: Ofcourse I found the answer and it was easy. Uncheck the "only use rotation" in the animset.
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