This is probably something extremely simple, yet it has been driving me insane. It's so **** frustrating!!!
I've modelled and skinned a weapon (file A.mb) and a character (file b.mb).
I want to animate them in Maya and in order to do so I'd like to parent the weapon to the character in Maya in such a fashion that I won't need to edit the UDK weapon socket's rotation and translation (as it is extremely inaccurate - one frame looks ok, the next one you notice the gun's barrel is not in the exact spot you wanted it).
I've tried displaying the weapon's root joint local rotation axis, as well as the right hand's joint's (where the weapon socket is created from in UDK) and rotating the weapon joint's local rotation axis so that it'll match the right hand joint's local rotation axis... yet when I import this adjusted weapon skeletal mesh in UDK and use it as preview for the character's weapon socket, it is not even facing the same direction it did in Maya!
Please, which tricks do you guys use to accomplish this?
I've modelled and skinned a weapon (file A.mb) and a character (file b.mb).
I want to animate them in Maya and in order to do so I'd like to parent the weapon to the character in Maya in such a fashion that I won't need to edit the UDK weapon socket's rotation and translation (as it is extremely inaccurate - one frame looks ok, the next one you notice the gun's barrel is not in the exact spot you wanted it).
I've tried displaying the weapon's root joint local rotation axis, as well as the right hand's joint's (where the weapon socket is created from in UDK) and rotating the weapon joint's local rotation axis so that it'll match the right hand joint's local rotation axis... yet when I import this adjusted weapon skeletal mesh in UDK and use it as preview for the character's weapon socket, it is not even facing the same direction it did in Maya!
Please, which tricks do you guys use to accomplish this?
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