Hello,
I think some others have talked about this before, but I am wondering if this is a true bug or what?
I found out that if I constrain a physics box/Car Door to the root node of my skeleton,
I can animate it/enable/disable physics without “issue”… HOWEVER, my vehicle is stuck to the ground and I cannot move/drive.
But, if I constrain the door to some other random part of my skeleton, the door can animate fine, but then Enabling Physics causes the door to fall off… heh…
Then when I re-trace to that piece that fell off , it re-animates, it snaps/attaches back to the car, and closes back up. haha. But that is probably something else I have to fix.
Do I need to maybe create a dummy/empty node for the root in 3DS Max, then attach my chassis geo to that? Then everything else to the chassis?
Then in UE4 , link the collision/constraints to the chassis?
Root (Dummy)
Chassis
Door_lf
…ect
Right now it’s one thing or the other.
Animate the doors properly/can drive, but door fall off from Physics Enable. Or animation/physics work fine, but car can’t move…
I should probably also condense some stuff, to reduce joints I won’t use.
I setup a hierarchy in 3DS Max via linking, with my root(Belair) at 0,0,0, which is a piece of geometry. Then everything is linked to that.
I then Exported as FBX, and imported as a Skeletal Mesh, from Max 2016.
Any info. would be great, thanks!!