x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

How do I load my custom model into the Animation and Rigging Toolkit?

Hi,

I'm having a great time using the rigging and animation toolkit. I've actually used the proxy mesh as a temporary place-holder while I created all of the animations required for our project.

The time has come to use the character model instead but I'm not sure how to switch the proxy mesh out for the custom one I have and rig and weight it in the toolkit. I'm expecting I have to edit the export or rig file then export this from maya again but to be honest I have no idea what I'm doing in maya from a rigging standpoint as I'm primarily a 3DS Max user.

I thought I might just be able to skin my mesh to the bones after i delete all my animation keys and zero it out but the file i animated doesn't seem to have any bones when I 'Hide all' and try to display 'joints' there is none.

Any help would be appreciated.

Thanks, Danny

Product Version: Not Selected
Tags:
more ▼

asked Oct 11 '14 at 01:11 AM in Using UE4

avatar image

GlacierFox
152 12 20 26

avatar image Jeremy Ernst STAFF Oct 14 '14 at 01:36 AM

Hey there!

What you want to do, is edit that character's export file (Epic Games-> Edit Existing Character/Export File). In here, import your mesh, and assign weights to it by using the smooth bind(Skin->bind skin->smooth bind). Then you can delete the proxy geo skin grp (it's called something like that) which has all of the proxy geo in it. Then you just need to start painting away!

avatar image GlacierFox Oct 15 '14 at 02:44 PM

Oh my god. That is so simple, got it working in under half an hour. I hope you're proud of this ART plugin so far, it's really amazing.

avatar image Jeremy Ernst STAFF Oct 17 '14 at 06:04 PM

Thank you very much! I appreciate that! I think people will really like the new version I'm working on now. Take care!

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question