3ds max skeletal mesh / rigs / phat is broken 100%

Hi.

After a weeks investigation of importing skeletons i have come to the conclusion that Phat is completely broken or incompatible with anything coming from 3dsmax. I have tried CAT rigs and Custom rigs.

It appears UE4 cannot understand the translations at all.
In an act of desperation with a deadline failing horribly and having to cancel my current project i created something simple.
4 Bones. And a cylinder. As you can see in the picture. Collision bodies believe they are intersection other bodies. When they are in fact not doing so.

I would like to confirm if this is indeed a bug. If so. What is the timeframe on having Phat work for things coming from 3ds max?

I have posted various questions but subsequently deleted them due to no response. I have asked on the forums. I have used google. There seems to be no documented cases of Phat working with 3ds max assets.

My rigs work in the sense of animations working 100%. But all phat related content is unusable.

[3ds max file and the exported fbx][2]

hi Crocopede,

I’ve downloaded your fbx and it looks like you’re scaling the root bone. Unfortunately this is not really supported by PhAT at the moment. We’re hoping to get full support for that by 4.6
I’ve also noticed that bone004 doesn’t have any vertices weighed to it.

Would you mind trying without the scale? The reason why the legs are pushing apart is that there’s a bug in the visualization of the body when bones are scaled. Under the hood the body is actually much larger. This visualization bug should be fixed in 4.5, though full bone scale support is still missing.

I’m sorry about the trouble I know it’s frustrating, please let me know if you run into any more issues

Hi.

Thank you for the feedback. Im trying to establish where the scale is coming from. In 3ds transform is frozen. Scale values are unchanged.

Do you think exporting the fbx can try rescale the bones?
In the past it used to work. So im wondering what could be adding scale

Hi.

Ori i need to apologize for submitting it as a bug.
The problem was that at some point i made UI customizations to 3ds. This reset the system unit scale back to inches.

Even though the scene units were set to centimeters the system scale overrides this.

Thanks for the patience and putting up with us noobs :slight_smile:
The visualization bug fix is going to help a lot as well in identifying these issues.

Still facepalm on my account.
Thanks again
Cheers

thanks for bring it up, this just shows PhAT needs better scale support. If it works with the rest of the engine but not in PhAT it’s still broken :slight_smile: