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I would like some help from anybody willing to give me some advice or instruction.
1) I have a character model that I made in 3ds max. 2) The head and body are separate meshes. (Actually there are 5 heads for the same body which is the reason I'm trying to do this). 3) It is rigged using the same skeleton. 4) I want import it into CC4 for use with iclone later to animate it. 5) Then I need to export the model into Unreal Engine but I need to keep the head and body separate so that I can switch the different head meshes to the body within the engine.
Can anybody explain how this could be done? (The emphasis being on keeping the meshes separate as I have already looked at documentation of how to do most of this process with a full body mesh.) Thanks
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Peter (RL)
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Peter (RL)
Posted Last Year
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Unfortunately with Humanoid (Non-Standard) characters there isn't an option to work with a separate body and head. The rigging and characterization process when importing works with complete characters. You can't separate them in CC4 or join them together sadly.
Peter Forum Administrator www.reallusion.com
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Thanks for the response. I'm actually really surprised by that. Does CC4 combine all meshes together as one when exported? usually an fbx imported into unreal recognises when separate meshes have been expororted wothin the file and treats them as spearate models. I was expecting it would be as simple as importing in the body as a multi-headed monstrosity into CC4 and then separating them out later in unreal, but of course that would be impossible if there is nothing to separate out anymore.
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