4.5 PHAT exploding physics bodies on simulate
This is similar to https://answers.unrealengine.com/questions/74781/undefined.html#comment-74781-form, which has no answers.
Please see attached images - before and during selected simulation. Physics bodies exploding and badly stretching/deforming the mesh. Original default Phys set up did not, but could not be used for ragdoll.
Under 4.5 - driving me nuts. Tried making sure nothing overlaps - also the opposite, making everything overlaps (as they do in the tutorial btw). Switched on Disable collision on each pair. Switched on Enable Projection (setting Linear to zero in an attempt to stop any translation). Standard 3ds Max Biped. Bodies set up for Pelvis/Left thigh/Left Calf/Left Foot. To scaling of root (or any bone) etc. All Linear Limits set to locked. Angular limits as expected (mostly locked in one or two axis and limited else wise). All joints simulate selected (alone at their level in hierarchy) perfectly, but select all the bones (or for one higher in the hierarchy than leaf level) and everything below is stretched on simulate.
OK, to answer my own question. It was to do with Units. Although I had generated the Autodesk Character as CM, when imported into 3DS Max, it takes the current set up of Max (scene - usually blank/new) - then the export FBX was set to CM (rather than automatic) so did a rescale which works fine in Max and in much of UE4, but not Phat.
So just a warning to anyone that falls into the same trap. Make sure 3DS Max is set to the correct unit before importing the character and running the rig macro.
answered Nov 03 '14 at 04:34 AM
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