Hi!
I’ve been working on modular armor equip system ( where every armour element is a separate skeletal mesh )
Got some trouble trying to force my armour part ( robe - skeletal mesh ) to follow the animation of my character. Any tips how ?
The way I am doing it right now is that I rig the character mesh with mixamo, then I import the character mesh without the cloth into UE4 ( I delete it first inside 3ds max ). The next step I do is: I reimport the full setup to 3ds max ( full setup is: character mesh + cloth ) and then I delete the character mesh and leave the only cloth together with the skeleton. Finally I import the cloth + skeleton inside the UE4 and choose to use the existing character’s skeleton in the import options.
I’ve been struggling with this for almost a week now, can someone help ?
Thanks in advance
Hi!
I did some investigations and I am only partially satissfied:
Here are my observations:
I can attach the armour part using simpler method by dragging the armor part skeletal mesh inside the thirdpersoncharacter blueprint ( and then by assigning the same animation as for character ) but the armor stays attached to player instantly, but in this case animates properly.
In second case - when I want to attach the armor to the skeleton slot and activate it by clicking R button. Then I try to script “set master pose” so I need to add reference to my armor mesh thirdpersoncharacter BP ], and then I literally cannot ( I can only add reference when the armor mesh is already dragged to the components list in the left top corner )…
what i did on my project was created in my character blueprint a blank skeletal mesh, so i create a blueprint to attach the item on the mesh that i set blank.
Thank you both so much for sharing! I had no idea where to start but your dialogue taught me what to do. I now successfully put pants on my ugly clay player