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Help With Character Meshes Distorting Upon Import

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    #16
    The mesh has to be well assembled to the bones and its weight (rigg). To then import the psa and and see that all this OK Since, we are going to use a new anim set. We are also going to adjust the animation and the reaction time. In the video that I'm going to upload, I'll see how it has to be.

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      #17
      Turns out Blender glitched a bit and restored a previous save, where the model was improperly rigged. I took the time to fix that.

      It seems we are facing 2 major problems here.

      1. When the mesh is exported from Blender, it alters the skeleton, which naturally causes issues as the mesh detaches from it.
      Click image for larger version  Name:	Displace1.png Views:	1 Size:	37.6 KB ID:	402180
      Notice that the glasses are in place here.

      Click image for larger version  Name:	Displace2.png Views:	1 Size:	32.1 KB ID:	402181
      And now the skeleton is face down turned to the right while the mesh has been pushed upwards. Neither is in the correct position.

      2. Blender can only import one animation out of a pack, and I don't have access to the animations individually.

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        #18
        Then the fault is of bandler and not of ue3. The same as in ue3 the coordination of the model can be corrected. but if the bones fail. I do not know how to operate from blender.

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          #19
          I started a thread on the Blender forums to see if someone there can help with the displacement. In the meantime, I'll keep working on this and see if I can't get it figured out.

          Didn't Epic code out transparent textures on character models? How did you get that to work?

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            #20
            oky, the mixed material is to use the transparent channel in the material that goes to the head and the rest to the body material. (two Maximum materials in ut3). custom materials are created like any other material. But the one that will change our behavior is the channel. (opaque, translucide, modular, off or lit.) For the varied material. Remember to create the node with the Parameter.

            and finally. in the UC script, the Myparentbasematerial line is deleted. But the master skeleton will use the transparent channel.

            You can use the sample of my ut3 mod "unreal 2 the awakening"

            DL: http://www.mediafire.com/file/u901na...ening+Beta.rar

            Copy in unpublished and view in ut3 editor. Reference

            Note: if you are going to try the mod in ut3. You will see that the translucent channel in the menu may fail. This is because the original Menu Map of ut3. It was configured in the kimset. But in the game it will work perfectly.

            Click image for larger version  Name:	Ut3trancluce.jpg Views:	1 Size:	303.2 KB ID:	402195
            Click image for larger version  Name:	Ut3trancluce2.jpg Views:	1 Size:	266.3 KB ID:	402196

            If you have doubts, elaborate a more detailed tutorial.


            class UTFamilyInfo extends UTFamilyInfo
            abstract;

            defaultproperties
            {
            Faction=""
            FamilyID="X"
            ArmMeshPackageName=""
            ArmMeshName=""
            ArmSkinPackageName=""
            AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
            NeckStumpName="SK_CH_IronG_Male_NeckStump01"
            PhysAsset=PhysicsAsset'CH_AnimHuman.Mesh.SK_CH_BaseMale_Physics'
            SoundGroupClass=Class'UTGame.UTPawnSoundGroup'
            VoiceClass=Class'UTGame.UTVoice_DefaultMale'
            BaseMICParent=MaterialInstanceConstant'Package.Materials.X' /// Delete line
            BioDeathMICParent=MaterIAlInstanceConstant'CH_All.MaterIAls.MI_CH_All_Necris_BioDeath'
            MasterSkeleton=SkeletalMesh'CH_All.Mesh.SK_Master_Skeleton_Human_Male_traslucideMat'
            CharEditorIdleAnimName="CC_Human_Male_Idle"
            Gibs(0)=(BoneName="b_LeftForeArm",GibClass=Class'UTGame.UTGib_HumanArm')
            Gibs(1)=(BoneName="b_RightForeArm",GibClass=Class'UTGame.UTGib_HumanArm',bHighDetailOnly=True)
            Gibs(2)=(BoneName="b_LeftLeg",GibClass=Class'UTGame.UTGib_HumanChunk')
            Gibs(3)=(BoneName="b_RightLeg",GibClass=Class'UTGame.UTGib_HumanChunk',bHighDetailOnly=True)
            Gibs(4)=(BoneName="b_Spine",GibClass=Class'UTGame.UTGib_HumanTorso')
            Gibs(5)=(BoneName="b_Spine1",GibClass=Class'UTGame.UTGib_HumanChunk')
            Gibs(6)=(BoneName="b_Spine2",GibClass=Class'UTGame.UTGib_HumanBone')
            Gibs(7)=(BoneName="b_LeftLegUpper",GibClass=Class'UTGame.UTGib_HumanChunk',bHighDetailOnly=True)
            Gibs(8)=(BoneName="b_RightLegUpper",GibClass=Class'UTGame.UTGib_HumanChunk',bHighDetailOnly=True)
            HeadGib=(BoneName="b_Head",GibClass=Class'UTGame.UTGib_HumanHead')
            DeathMeshSkelMesh=SkeletalMesh'CH_Skeletons.Mesh.SK_CH_Skeleton_Human_Male'
            DeathMeshPhysAsset=PhysicsAsset'CH_Skeletons.Mesh.SK_CH_Skeleton_Human_Male_Physics'
            DeathMeshNumMaterIAlsToSetResident=1
            SkeletonBurnOutMaterIAls(0)=MaterIAlInstanceTimeVarying'CH_Skeletons.MaterIAls.MITV_CH_Skeletons_Human_01_BO'
            Name="Default__UTFamilyInfo_M"
            ObjectArchetype=UTFamilyInfo'UTGame.Default__UTFamilyInfo'
            Last edited by Skaa3z; 08-24-2018, 10:16 PM.

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              #21
              Thank you for that! Works like a charm! If I can figure out how to stop the distortion, he'll look pretty fantastic!

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                #22


                Here is a tutorial list of UT3 custom char. visual.

                https://www.youtube.com/playlist?lis...zaJYe97oIWf_Eo

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                  #23
                  Those are quite helpful! If someone on the Blender forums can help me learn how to work around its problems, we can actually get a move on and see about getting him working.

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                    #24
                    Yes , the problem of ut3 is that the way of working the custom char was lost. And ue4 is more automated. By the plugins "what makes it very unstable." On reimporting the maya, it crashes.

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                      #25
                      So far I haven't gotten any responses on the Blender forums. It doesn't seem like the most active place. It sucks having to wait for someone over there to help.

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