[Animation Toolkit] Skeleton To Mesh?

I’ve been using the Mannequin that comes in the Maya Animation Toolkit to create a few animations, and I would like to apply these animations to the character mesh that I have created. Using the toolkit’s “Export Motion”, I’ve created FBX files that will import into UE4 just fine, and I tested them out on Owen’s Skeletal Mesh (comes with the Context Example) to verify that they work properly.

The problem I have is regarding my own character mesh. He is just a model, and I have not given him any bones or the such. I’ve watched Unreal’s YouTube videos about animation, and they have not assisted me in the matter. It goes over creating a skeleton when “the final mesh is still in production”, however I do not know how to create a skeleton for my mesh, nor if the skeleton that I create would be compatible with the Mannequin’s animations. I’ve tried adding bones individually using Blender in the past, and all of those attempts were catastrophic. I’m very new to Maya, so I’m not too familiar with the interface. Is there a way to get the Mannequin’s skeleton onto my character mesh?

Thank you in advance!

I’m not sure on the bumping policy here, but I’ll go ahead since my post probably won’t be seen considering how far down it is.

Anyone? I’m a little hesitant to continue working until I’ve got this figured out. Help of any kind would be appreciated.

Hi Parralex,

This is more of a question about how to rig in Maya, which is a bit out of the scope of Epic’s Unreal Engine support. If you have any specific questions regarding the Rigging Tool plug-in, we will be able to assist with that. You may want to pose this question to Maya’s support forums.

Cheers!

Will do, thank you!!