I would like to know if someone has a fix to get Bipeds + Arm Twists working on Unreal PHAT.
Probably no more artists on Epic uses them to humanoids (what would explain why they designed and deployed UART), so all 3dsmax users are now constrained to adopt exactly the same workflow (MAYA or die), learn CAT (what is a hell of an ugly tool and doesn’t have the same workflow/features as Character Studio or either UART), or don’t use Ragdolls on the game.
The key problem with Biped X U4PHAT is that if you make arms and legs twists this messes the FBX (and by consequence U4’s) skeleton hierarchy, since Twists from Biped are “parallel” hierarchies, the problem is not skinning the things (what both on Skin and Physique still working), but you get hanged limbs parts each time you activates ragdoll since we can’t melt/bind the 2nd hierarchy terminator to character’s hands, knees or feets that usually are part from the “main” hierarchy.
I’ve tried to “switch” parents/childs on 3dsmax Schematic View, but such changes doesn’t applies on exports, make a non-arm biped and rebuild arms by bones (already with twists) it works, but on lose the copypaste poses from Biped it loses around 30% from the advantage on use it.
Any help/tip will be greatly appreciated.