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Setting up the physics asset for iclone characters

I am trying to set up the physics asset for an iclone character i imported into ue4 for a rag doll effect but whenever i click simulate it just goes all crazy like this is there any tutorial for a character imported from iclone?

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Product Version: UE 4.12
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asked Jan 06 '17 at 11:06 PM in Using UE4

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rolle817
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2 answers: sort voted first

I actually just went through this. You can make it work, albeit with a little bit of patience. The issue you're seeing is likely due to the coordinate spaces of the joints being "off". For some reason this happens with an auto-generated physics asset from an iclone skeleton. In order to fix it, you need to properly adjust the joint coordinate system.

The easiest way to accomplish this is by opening the physics asset for the SK_Mannequin, and trying to match up each joint's coordinate system to the one in the SK_Mannequin.

NOTE - You'll notice that each joint has 2 coordinate systems. In order to align the joint's coordinate system instead of just the joint normals you'll have to hold the ALT key down and use the rotate tool.

To simplify:

-Open Unreal Mannequin Physics asset as reference. -Click on a rigid body -Click the joint editor -Open your iclone physics asset -Click on the corresponding rigid body -Click the joint editor -Use the rotate tool to align the coordinate system in your iclone physics asset to match the one in the Unreal physics asset. -Repeat for every rigid body.

It's very time consuming. Took me the better part of 2 hours yesterday.

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answered Jan 17 '17 at 03:55 AM

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arrpeatwo4
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avatar image Taratus Nov 08 '18 at 10:21 PM

Hi, can you upload an image where to set and look for the coordiate system in the physics asset?

Thanks a lot.

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This was forever ago I ended up rebuilding it from scratch in ue4 this is the best way to do it

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answered Nov 09 '18 at 12:44 AM

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rolle817
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