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Procrastinator
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Procrastinator
Posted 5 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 76,
Visits: 980
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Glad to see another unreal user.
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dj_bez_
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dj_bez_
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 4,
Visits: 169
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Thanks again. I'm familiar with the UE4 side. I already have a character with 'animation starter pack' content, which I edited inside of Unreal, to suit the guns I have, but I wasn't happy with the result, so I decided to dive into animation.
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Procrastinator
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Procrastinator
Posted 5 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 76,
Visits: 980
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i think i skipped out a lot of details.
- Create a "weapon" socket for the hand bone. - position it for the weapon. You can preview this by r-click and add preview mesh. - in the char BP, add a static mesh component for the weapon. - Details panel for the static mesh component, search for the weapon socket that you have created. DONE!
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dj_bez_
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dj_bez_
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 4,
Visits: 169
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Thanks Procrastinator. I'll check it out.
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Procrastinator
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Procrastinator
Posted 5 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 76,
Visits: 980
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two ways: unreal : the "standard" attach the gun to the hand bone in unreal.
iclone or my lazy way: with both character and gun in the scene root "0,0,0" animating in iclone, export the gun animation as a separate fbx (mesh and animation). In unreal, both gun and char should be in the same location animating together. The gun animation is basically only used for that specific character as other characters' body shapes might be different.
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dj_bez_
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dj_bez_
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 4,
Visits: 169
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While I'm waiting for some kind soul to help me with my query, I've been playing around and getting familiarized with iClone and LiveLink. I noticed that the props (in this case a gun) are imported into Unreal with their own blueprints. Could I just put the gun firing logic into the imported gun/prop blueprint? Is this method the 'proper way' to do things?. I don't want to cobble something together, only to realise I'm doing it wrong, and have to spend time re-doing everything.
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dj_bez_
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dj_bez_
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 4,
Visits: 169
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Hi all, I've just started working with iClone, and so far I'm finding it pleasingly intuitive and easy to use. That said, I'm hoping someone can help me with this issue.
What is the recommended workflow for syncing iClone character and weapon animations in UE4? So far, I have used 'link' to attach a weapon to the character's hands in iClone, made animations for both the character and gun, but I'm unsure as to how I would go about getting the gun's transforms and animations into UE4 and properly aligned with the character. I couldn't find any info on this. I'm hoping it's possible. Any info would be greatly appreciated.
Cheers Chris
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