Not sure how to say it.>multiple meshes is what I suspect it is.(two in my case)
I have a fbx of a animated character holding a crowbar.Here is a screenshot from maya:
On the left in the outliner we can see that the ''body ‘’ is the character,CatrigHub001 is the skeleton and point 001 is the crowbar with its bone.All plays fine in maya.
If i import this fbx in udk with default settings i only get the main character and his attack animation.The crowbar is missing.
If when importing in udk i select the Import Morph,Import Animation and Import Rigid animation the character will be imported with his animation and the crowbar will be also imported but in a separate file from the main body with a copy of the attack animation :mad::mad:
Than if i go to the animset editor and select the main character, than… at least on the left there is the option to select a ‘‘Extra mesh 1’’
So in ‘‘Extra mesh 1’’ I selected the stupid crowbar.Now if i try the animation, the player does his attack animation but the crowbar stays static and is not attached to the hand to follow the animation.
How should i proceed.Am i making a mistake when exporting from maya,or when importing the fbx in udk or everything is fine and there is a final step in UDK which I don’t know to combine the character and crowbar so that they can share the animation like in maya?
My head hurts really bad