Armor on character

I am trying to add an armor to my character and follow my character’s moves but it’s buggy. I am using “Set Master Pose Component” and it looks like this ingame:

However, in 3ds max it looks like this:

Any suggestions? Is there a better way of making armors?

I guess you could try importing it as a combined mesh. Something looks a bit distorted anyways, if i look at the nose and so. Did you import as FBX? Might wanna try to export without smoothing group - UE4 will complain but use the mesh.

Single mesh could work, but for now I will leave it as last resort, there must be a better way. I tried exporting without smoothing group but UE4 wouldn’t recognize it as a skeletal mesh at all

Ah dang yeah i wanted to say single mesh.

That’s weird - i imported some characters without smoothing group and it worked fine. UE4 always starts whining like “It doesn’t contain a smoothing group”, but at least in my case they worked fine, completely with skeleton and everything, even retargeted the UE4 mannequin animations on it successfully.

Not sure what causes the weird glitch on your geometry. Never had anything so distorted. Can you try to import into Blender (check if it is distorted in Blender) and then export to FBX again and into UE4 - just for the laughs? I have a feeling it’s something with the FBX export.

This might be a stupid question but since you didn’t mention it. Did you weigh the armor to your character’s skeleton and then when imported to UE4 select your character’s skeleton for it?
If not then that’s your problem.

I tried that but it still won’t recognize it as skeletal mesh, 3D isn’t really my thing to be honest, and the bone structure looks different in blender, it has “Armature” root node, and I think that causes problems. Now I tried to export the skin data from my character mesh to the armor chest, but that gives me another problem. I rotated the character’s spine and the armor looks like this:

quite disappointing, I am wondering how other people manage to do dynamic armors…

what do you mean by dynamic armours?
Is the armor skinned to the same skeleton as the body mesh? … The EXACT same skeleton? So when you import you specify that body skeleton in that import dialog. If you do that, setMasterPose component should well.

If you have 20 minutes, heres a video* on how I do it (using maya, but the concept is the same in any 3d software)
*slightly nsfw

Hey thanks for the video, I took a look but I didn’t understand jack to be honest with you :stuck_out_tongue: I don’t really do 3D, I have a friend who does, and I will tell you what we did. Since blender doesn’t work well with bones/skins (we had a lot of issues), I used 3ds max, I opened my character, collapsed the skin modifier, deleted all the bones, and sent him the character mesh. He cloned the body, pushed it out a bit, and maybe did some other editings aswell I am not sure exactly what he did, then he sent it back to me, I opened 3ds max, added the bone structure, I added a skin modifier and all the bones except the root. Like that, I had issues like you see in the first images I posted. Later on I tried to save the skin data from the character and loaded them into the armor skin modifier, but then I got the issue I showed in my last post. It took me a while to find this workaround and still can’t manage to make it work properly :frowning:

In max open the file where the character still has the skin modifier. Add the armor/body your friend send you. Make sure the character and the newly added model occupy the same space. Copy the skin modifier from your character.
In many cases this will give a good enough result.
If it doesn’t, follow the staps in this article to transfter your skin weights: 404

At first I thought you probably just need to reset xform on the mesh then re-skin it.
But then I saw you don’t actually understand 3d modelling or rigging
Thats your problem right there.

This is such a terrible workflow for what you needed to do.

All you had to do was take the original rigged model with the bones.
select the mesh and shapshot it so you end up with just a copy of the mesh.
then edit the mesh to your needs THEN reset Xform. when your finished.
Import it back to the original rigged model and apply a skin wrap modifier ,adding the bones from the original model that the armour would need .
convert to skin and your done>

Deleting bones from a skinned mesh and trying to use it without resetting Xform will cause no end of issues

Ouch, seems like I completely ruined it. Personally I don’t really do 3D, just extremely basic things. I will try what you said, and will look for some more tutorials. This is the first game I am trying to do so forgive me for being a noob. Thanks for all the input :slight_smile:

EDIT: I tried to do what you said (more or less :p), took the armor, removed the skin, reset the XForm, collapsed it, added a skin wrap, added the main mesh, converted to skin, and it works almost perfect, just a few details are messed up like in here:

Definitely a lot better than what it was.

Great.
this is where a Rigger would clean up by hand as the skinwrap is really just a jumpstart to get you going.
in the skin modifier you will find envelope settings . what you can do is select the individual vertices (tick the small vert Box) and set there weight to full on a scale of 0-1 .
in a small bar thats called abs if I remember properly.
1 meaning they will move 100% with the bone
you can set more than 1 bone weight to a single vert.
looks like the clipping mesh verts under the arm would be good rigged more to a spine bone so they dont move with the upper arm bone. you can blend to 2 if you want

Thanks for the help! I think I will leave it be for now, it seems too hard for me, I have no idea about rigging anyway :stuck_out_tongue:
I should be happy I got it so far.