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How to FBX export Constraint mesh ?

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Forum: Autodesk Maya
Posted By: UltralightBeam
Post Time: 03-30-2017 at 11:18 PM
Text:

Hi, I'm new to 3D animation, I'm learning so I'm sorry if i say stupid things !

So, my objective here is to export my rigged character to Unreal Engine 4.
I currently have a character that is rigged, weight painted and animated (i only made idle animation for now). The character is composed of a main body and several armor parts which are supposed to be fixed on this main body.

But when I tried import the FBX from Maya to UE4, problems appeared:

1/ To fix the armor on the main body during animations (and without deformations), I use the commande Constraint > Parent to constraint a part of the armor to a joint. It works fine for animation in Maya. But was it the right way to do this while the objective is to export to UE4 ?

2/ When I tried to export to UE4, I got the "Warning: Skin definition" with the message "Unable to find the bind pose for: (+ joint names)" and when I imported this FBX in UE4, only the main body appeared. I read later that FBX export doesn't support Constraint. So, the problem comes from the constraint meshes, right ? Then, how can I get the parts of the armor in UE4 ? I don't get it...

3/ Should I skin bind each part of the armor to the skeleton in order to get my complete mesh (main body + armor) to UE4 ? Isn't gonna deform armor plates ?

Well...I'm pretty lost actually, so I would be deeply thankful for people who can help me !

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