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"

Permanent scale of SkeletalMesh within UE4

I know it's possible to permanently scale StaticMesh using LOD build settings but can something similar be done with the SkeletalMesh within UE4 itself?

Use case: my imported skeletalmesh is tiny within UE4. And yes I have tried changing the scale of my model within 3DSMax by changing coordinate system to cm but then the APEX clothing is acting all weird...and yes APEX clothing was redone using the scaled-up version of the mesh

Product Version: Not Selected
Tags:
more ▼

asked Jun 12 '14 at 02:18 AM in Using UE4

avatar image

Moireibh
30 5 4 7

avatar image Moireibh Jun 13 '14 at 03:25 AM

Is this more of a feature request?

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

1 answer: sort voted first

Hey Moireibh,

It is not possible to scale a SkeletalMesh in UE4. As you've seen in 3DSMax, scaling the skeletal mesh affects every other system attached to it; bones, animations, clothing, etc. You can certainly make a feature request (we put those in the Everything Else section), but it is unlikely this will be implemented because of the effects on other systems.

You will need to have the model scaled in Max first before setting up your APEX clothing. You mentioned redoing the clothing after scaling up and still having issues: are these issues occurring on import or inside Max?

Ben Halliday

more ▼

answered Jun 13 '14 at 03:32 PM

avatar image Moireibh Jun 13 '14 at 03:36 PM

Cheers Ben! I thought that would be the case. APEX clothing gets messed up after the model is scaled up, clothing redone for the new scaled up model and imported into UE4. It blows up and stops working lol (by blow up I mean the clothing is way too large and doesn't move at all.

avatar image Ben Halliday STAFF Jun 13 '14 at 04:01 PM

When you say the clothing is redone, do you mean that you are scaling the clothing up to match the scaled mesh, or that you are starting from scratch with the scaled mesh? It sounds like your clothing is still referencing the original sized mesh.

avatar image Moireibh Jun 13 '14 at 04:28 PM

Ben, you saved me hours of pain and suffering! It was indeed referencing the old mesh but for some reason scaling it up even more...

For anyone who comes across this problem, I've figured out the following solution: 1. Group bones/mesh in Max 2. Scale the group to whatever size 3. Ungroup and ensure everything is at [0,0,0] 4. Create clothing assets 5. Regroup and export

I'm definitely not a 3D artist so do this at your own risk but so far everything is working perfectly :)

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