Hello,
I’ve created a skeleton mesh for a first person character by editing the Hero_TPP.fbx (The third person mannequin in the sample project) and removing the head and torso part of the third person mesh. I’m keeping the legs because the player has the ability to give kicks.
Everything is working when I import it in UE4, the skeleton is the same as Hero_TPP, but when I try to apply the idle animation some artefacts (triangles) appears.
But there is not problem with the Hero_TPP.fbx used as base.
Here are my import settings
You can download :
- The HeroTPP.fbx (Third Person).
- The HeroFPP.fbx (First Person).
- The maya scene I use for HeroFPP.
- The idle animation.
By [clicking here][5] to get the .ZIP file.
Why don’t I create a first person skeleton? Because I’m making the animations using the A.R.T tool in maya with the mannequin and I would like to have the same skeleton for the first person character and the third person character. I don’t want to duplicate my work, if possible.
And I’m working on a multiplayer game, so there is going to be third person players looking like the first person player.
So what do I do wrong ? Have I got a bad setup in my fbx ? Is all my process wrong ? Do you have advices ?
If you have any answer, please tell me.