I want to build a rig for the default SK_mannequin in 3DS max.
To do so, I export the SK_mannequin from UE4 at FBX format.
I open the FBX in 3DS max and replace each dummy import from the FBX by a 3DSmax bone with the same name.
I rebuild the hierarchy and remake the skin on the mesh.
The result is the exact same mannequin, but each FBX bone has been replaced by a 3DS max bone.
My purpose here is to make my own custom animation in 3DS max and use it with any SK_mannequin skeleton compatible mesh.
By building my custom skeletal mesh on this skeleton in 3DS max, I will be able to use any animation using the SK_mannequin skeleton.
In short, I want to build my own 3DS max tool for the UE4 standard skeleton.
Once done, I export my new skeletal mesh (my_Custom_SK) in FBX format from 3DS max, with the new skeleton made with bone.
I import this in UE4 and, at the import step, I set my_Custom_SK to use the SK_mannequin skeleton and physicAsset.
Everything’s fine at this stage.
The import is an success and if I put one instance of my_Custom_SK near an instance of SK_mannequin, they seams identical in A-pose.
My problem appears when I try to apply an animation to my_Custom_SK.
As the 2 SK shares the very same SK_mannequin_skeleton and SK_mannequin_physicAsset, I can apply any animation build for SK_mannequin to my_Custom_SK but when I do that, my_custom_SK become suddenly a lot smaller !
After some research, I found that the pelvis bone is scaled by a factor of 2.5.
Or, in other words, when I adjust manually the scale of the pelvis bone (by setting its scale to 2.5 in each axe), my_custom_SK retrieve his natural proportions (almost).
When I look at my skeletal mesh in persona, I can see that the root bone is not scaled and that’s why my skeletal mesh is walking so high and also why the IK bones are not affected by this problem.
It’s only the pelvis that receive an odd scaling process.
The other bones are not scaled nether because the Skeletal Mesh keeps his proportion (but smaller).
Does anybody had an idea why the pelvis bone is scaled down while i use the same animation on the same skeleton but with different skeletalMesh ?