I don’t know if this is a 3DS Max issue or a UE4 issue. I’m sure it’s also a “NOVICE” issue as well so please be gentle
Can I change which bone a custom collision shape is associated with after copying it to Root?
The reason I ask,
I have a 2 panel bi-fold door rigged with 2 bones for animation (one for each panel), and a Root bone. I used the Skin modifier in 3DS Max to attach the correct vertices for each door panel to their corresponding bones. The animation works fine.
I exported an FBX of just the door mesh and collision shapes, the mesh is named “hatch”, and two collision shapes are perfectly lined up with the panels, each named "UBX_hatch_001 and “UBX_hatch_002”. When I import this Static Mesh, the collisions look good.
When I copy the custom collision shapes from the Static Mesh to my animated Skeletal Mesh’s root bone, the two collision shapes display properly and are lined up exactly the way I want them to be. But, they are not associated with their corresponding bones, because I added them to Root and not bone001 or bone002.
However, when I try to do the same with either bone001 or bone002, the scale and rotation of the collision models changes.
I have no clue how to fix this. My only guess is that when I copy the collision models from the Static Mesh to bone001 or bone002, they’re using the bone as it’s origin and not the root bone. I know I can make box primitive in PhAT and scale but this is not precise and takes a long time. I have a lot of assets similar to this one and some that are more complicated than just a rectangle, so I want to learn how to create proper collision shapes within 3DS Max and have them copy to the skeletal mesh in their correct starting positions, and have each collision follow it’s corresponding bone. If I have to constraint the bones individually, fine, but I don’t know how to get the collision shapes from the static mesh to copy to the actual bones in the correct orientation the way they do when I copy them to Root.
So my question is this:
How do I get each of the collision shapes to be constrained to their corresponding bones, so that the collision boxes move appropriately when animated?