When i’m going to create a physics assert.It pops up a message:bone size is to small to create physics assert from skeleton mesh…You will have to create it manually.
I’don’t know how to create it manually.
Please help me!! Thx a lot!
When i’m going to create a physics assert.It pops up a message:bone size is to small to create physics assert from skeleton mesh…You will have to create it manually.
I’don’t know how to create it manually.
Please help me!! Thx a lot!
Hey hls,
It’s likely bones are too small because you imported a tiny skeletal mesh. You will likely run into many physics and collision issues with a mesh that small. Is there a reason you need a tiny mesh? You might be better off scaling your mesh up to match UE4’s units and reimporting.
If you want to keep your mesh small, you can find some information on manually creating physics assets here:
https://docs.unrealengine.com/latest/INT/Engine/Physics/PhAT/UserGuide/index.html
Hope that helps!
thanks for your answer,however,i cannot even right click to create a physics assert, it report same issue…
Oh when i low min bone size to 0.4 i do can create assert, but it looks so strange and my character is up in air.
Actually,my character is 1.9m tall ,so as bones,why it says my bone is too small? Thanks
What program are you using to create your model? You will probably have an easier time if you scale your model up in your modeling program to match UE4’s unreal units, with 1 unit equaling 1 cm. Have you tried that yet?
Thanks i have scaled character and bones by 10 times ,but it still has that issue,i dont know how to do…Thanks anyway
Im using 3ds max and i have set unit to 1unit=1cm
Hi ,
Would you be willing to post asset here or make one that is causing same issue for me to test with? I’ll be able to assist you much more easily looking at issue between 3ds max and UE4 to get you an answer.
Thank you!
Tim
link text
Thank you very much! Please fix it for me!
Hi ,
After looking at asset and checking some documentation issue you’re having is related to how you’ve scaled and skinned your mesh. You’ll need to start by taking care of this in your 3Ds Max.
However, suggestion that gave with manually creating a physics asset will work, just not with scaling as you’ve got it set up.
You will need to adjust scale for asset when you create it.
Do so by right clicking on your Ninja Skeletal mesh asset in content browser > in context menu here go to ‘Create’ > then select Physics Asset.
When window comes up you’ll need to adjust scale from default 5.0 down to ‘0,1’ You could potentially try different sizes higher but I did not find anything above 1.0 to work.
Also, as mentioned this will potentially cause you some physics issues within game since your mesh bones are scaled so small.
If you run into road blocks I would start with 3ds Max and looking at rigging your model there.
Thank you!
Tim
Thanks very much!But why it does not work either if i scale character and bone?Since i have set unit to match ue4 unit,and character is several meters tall,it should not be told to be small…
I’m attaching two images. One is HeroTTP and your Ninja in 3Ds Max. second image is same in UE4.
I removed dummy bones from both models for import testing. These are really just static meshes to illustrate scaling.
In this first image you’ll see that your character is scaled nearly identically to our HeroTPP character from third person template. scale is set for centimeters as it should be.
I exported above from 3Ds Max to UE4 to show that scaling is brought in same as well.
I’m not 100% sure where to tell you to look on this but it’s potentially related to how your bones are setup in 3Ds max. I noticed yesterday when I imported your skeletal mesh in and once i as able to create physics asset like I mentioned above mesh was scaled down exponentially small! This is why I’m lead to believe it’s something with way bones have been set up. I’ve not done a lot of rigging personally so you may want to try a quick test on throwing some bones on your ninja and exporting it before doing any weighting to make sure it’s importing correctly.
Let me know how it turns out.
Thank you!
Tim
Thanks Tim very much!I will try it out and look further into it.I’ll tell you if i figure it out!Thanks again!
Best most up to date setup I found:
https://www…com/watch?v=LhWYwVPd2Oo