Using Kobald animations for Rifle and Pistol, i am getting some REALLY bad results in the hands, wrists, lower arms, upper arms, and, the shoulder areas.
In the hands and wrists, they are bent and very distorted.
In the power arms, they are twisted and the morphs look terrible in the skin
the upper arms are having bad issues with the twisting and “bulking” of the visuals of the arms
The back gains a big “ridge” where the morphs are not weighted properly …
Anything other than a standard running or walking animation, this entire system just falls apart and looks terrible.
So far i have changed skeletons, poses, animations, even went as far to spend hours re-doing the location of the hands and arms in the original animations (after re-target) and it just never sits right.
I did notice that when i try and re-target, when i have the default robot guy in the left window and the umorph model in the right one, if i switch back and forth quickly to see the poses and whats different, i see the arms are longer, and the chest is lower (because of the neck there), everything but the lower body and head are different sizes/lengths.
I dont know if this should effect anything specifically, but, when doing anything with the hands/arms in any other position then the default idle and “straight arm” attacks, it breaks in a really bad and noticeable way
Also - quick update - i went the OTHER direction and used the umorph skeleton in the kobald default and i noticed that the animations become SUPER jacked up. All the locations were wrong for the hands and arms. They sat in his head, or, way up high in very contorted locations. So far, going from Kobald to this, not good at all. Going to this over to Kobald, even worse.
I was looking over the bones for this and i see a lot of “extra” ones in there. Says the bones are in the skeleton but not used for the mesh? something like “IRightHand” type naming methods. Would these be the issue? Can i remove these as everything else looks in the same place.
more edits!
So the extra bones are fine, wont cause an issue … structure looks the same, locations look the same … everything looks ok with the skeleton, and, thjat brings me to the rigging. I have added in other animations (other than Kubald) and i get the same results from those as well.
24 hours later …
So i had someone look at the skeleton and the rigging, it all looks spot on. He is working on a solution at this time to see what the issue is between Kubald animations and this skeleton, since, they are SUPPOSED to be exactly the same. I will update when i get a solution
Findings so far:
- Joints are in the wrong location when compared to the Epic/Unreal locations. Some slightly off, some are significantly off.
- When replacing the entire mesh with another robot based on the skele and physics, i get the exact same results as the “epic robot” and it looks fine. As soon as i replace that with the character mesh, everything gets all weird looking. Could this be a morph issue on the mesh?
- Shoulder and arm weight is all wrong … resolving it
(still digging)