![]() ![]() Bake the animation to the copy of the bind skeleton.Scale and parent constrain the duplicate bind skeleton to the source bind skeleton. ![]() Disconnect the Parent Inverse Matrix from the joints of the duplicate bind skeleton. ![]() So there’s the gameTools.py which looks to address this issue under the shifter folder, but it looks like it still needs some work, so I’m trying to fill in the blanks. That seemed to be “working”, but upon closer inspection from our animation lead I had failed to note that the bind skeleton has custom mGear nodes which resulted in a shearing issue with scaling when exported to FBX. Currently we’ve just been exporting the bind skeleton and the mesh. So I need to export an mGear rig with animation to an FBX which will be imported into Unreal 4. K, I want to make sure that I have a vague idea of what I’m doing here. ![]()
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