English


Profile Picture

CC4 is adding extra bones to the DEFAULT Unreal Engine Skeleton bones hirarchy

Posted By fromsouthgames 3 Years Ago
You don't have permission to rate!

CC4 is adding extra bones to the DEFAULT Unreal Engine Skeleton bones...

Author
Message
fromsouthgames
Problem.png
fromsouthgames
Posted 3 Years Ago
View Quick Profile
Senior Member

Senior Member (455 reputation)Senior Member (455 reputation)Senior Member (455 reputation)Senior Member (455 reputation)Senior Member (455 reputation)Senior Member (455 reputation)Senior Member (455 reputation)Senior Member (455 reputation)Senior Member (455 reputation)

Group: Forum Members
Last Active: Last Month
Posts: 17, Visits: 222
This problem is a really bad thing, I will explain why,
If you import a character to a Game Engine only to get some renders, you would be just fine.
However, when you try to develop a project/game, this is VERY Critic and problematic.

In a project like this, you dont have ONE skeleton for each character, in fact you make all your humanoid character meshes share the same skeleton. So you only have ONE Animation blueprint (the code that drives the animation).
WHen you break the Default, pre-defined, standard UE4 Skeleton, you are forcing a developer to Retarget ALL the animations, duplicate ALL the code for each different skeleton you import.
This ends up in a messing hell.

So the question is, Can I have a character exported to unreal engine 5 with the skeleton as it corresponds to a compatible unreal engine default skeleton?
Thankls

76% of original size (was 666x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/aaed329d-06d8-4591-b56b-77de.gif



Reading This Topic

0 active, 0 guests, 0 members, 0 anonymous.
No members currently viewing this topic!