I know it’s possible to permanently scale StaticMesh using LOD build settings but can something similar be done with the SkeletalMesh within UE4 itself?
Use case: my imported skeletalmesh is tiny within UE4. And yes I have tried changing the scale of my model within 3DSMax by changing coordinate system to cm but then the APEX clothing is acting all weird…and yes APEX clothing was redone using the scaled-up version of the mesh
Is this more of a feature request?
Cheers Ben! I thought that would be the case. APEX clothing gets messed up after the model is scaled up, clothing redone for the new scaled up model and imported into UE4. It blows up and stops working lol (by blow up I mean the clothing is way too large and doesn’t move at all.
It is not possible to scale a SkeletalMesh in UE4. As you’ve seen in 3DSMax, scaling the skeletal mesh affects every other system attached to it; bones, animations, clothing, etc. You can certainly make a feature request (we put those in the Everything Else section), but it is unlikely this will be implemented because of the effects on other systems.
You will need to have the model scaled in Max first before setting up your APEX clothing. You mentioned redoing the clothing after scaling up and still having issues: are these issues occurring on import or inside Max?
When you say the clothing is redone, do you mean that you are scaling the clothing up to match the scaled mesh, or that you are starting from scratch with the scaled mesh? It sounds like your clothing is still referencing the original sized mesh.
Ben, you saved me hours of pain and suffering! It was indeed referencing the old mesh but for some reason scaling it up even more…
For anyone who comes across this problem, I’ve figured out the following solution:
- Group bones/mesh in Max
- Scale the group to whatever size
- Ungroup and ensure everything is at [0,0,0]
- Create clothing assets
- Regroup and export
I’m definitely not a 3D artist so do this at your own risk but so far everything is working perfectly