I’m about to skin a humanoid model to a cat rig in 3d studio max. How do I prepare this cat rig for unreal engine?
- I think I need a root bone for root motion correct?
- How would I add a root bone to a cat rig in 3d studio max?
- Do I need to add any type of position constraints to the pelvis and the root bone?
Here is what I’ve learned so far with the help of UnoMaestro:
How to create a Root Bone for Catrig?
https://answers.unrealengine.com/questions/84276/how-to-create-a-root-bone-for-catrig.html
Autodesk 3ds Max CAT Help
- Creating a Motion Extraction Node
http://download.autodesk.com/esd/3dsmax/cat-help-2010/index.html?url=WS73099cc142f48755-5c83e7b111fde81a7425f97.htm,topicNumber=d0e1308
Root Motion Support
https://forums.unrealengine.com/archive/index.php/t-78887.html
**Root motion for cut-scene style animations **
https://forums.unrealengine.com/showthread.php?78242-Root-motion-for-cut-scene-style-animations
Root Motion Unreal Engine
https://docs.unrealengine.com/latest/INT/Engine/Animation/RootMotion/index.html
**Animation Retargeting System - Biped or CAT into UE4 **
https://www.youtube.com/watch?v=2YB_pWGkUNI
3DSMax-Biped-Rig-for-HeroTPP
https://forums.unrealengine.com/showthread.php?56835-3DSMax-Biped-Rig-for-HeroTPP-%28Default-Blue-Man%29
Root Motion
https://forums.unrealengine.com/showthread.php?57369-Root-Motion-!&p=211475&viewfull=1#post211475