Our team is working on an arena FPS game, but we’ve encountered an incredibly annoying problem
I can’t get my character set up properly in order to simulate ragdoll physics. All is fine (head, pelvis and torso) until I start adding the arms and legs, I then get buggy results. The arms and legs extrude erroneously all over the place.
I highly suspect this has something to do with the pivot/rotation of my character model. My issue is that I has no idea of what pivot type the UE4 preferred so I went ahead creating a pelvis based pivot point for my char instead of a root at his feet, as seen in the example model in UE4. I’ve attached the FBX file of my character so anyone willing can take a look.
I’m looking for in depth instrutions regarding the correct (reccomended) setting up of a character skeleton/bones in 3DsMax for use in UE4. Remaking the skeleton from scratch would also imply remaking all the animations for the character. Any help would me much appreciated.
Here’s the character model [problem solved]