Rigging a Car for Unreal


So, I took a prerigged assset for unreal through digital tutors and got the car to work just fine. I decided then to rig my own model following this tutorial:Setup and Export a vehicle from 3dsMax to UDK - part 1 of 5 - YouTube only leaving out the bones for the suspension. From there I follow the steps that Digital Tutors and the official unreal Car setup guide did via this link:Vehicles: Overview & Car Setup | 01 | v4.2 Tutorial Series | Unreal Engine - YouTube (virtually the same tutorial) and I just can’t replicate the same results.

Here is the basic bone system I created in 3ds Max

Here is the incredibly basic physics asset:

The controls for said vehicle:

The cam with aim:

And an in game shot:

As you can see, not only does the camera not position itself behind the car as it is shown in the cam with spring arm shot, when I press W(my forward input) to throttle up and accelerate, I do so along the side of the car, not the front of the car. It’s like the axis has shifted. I’m not sure if this has to do with the bone setup I have but I’m really confused as to what to do going forward.

If anyone could help I would be most appreciative. Thank you.


You need check Local axis orientation of joints. I think root joint in your model has wrong orientation.

You do not need reskin your model. Select Skin modifier. In Advanced parameters disable Always Deform. Then select all joints and alight pivots to the World. After this, enable parameter Always Deform.

Worked like a charm. Thank you so much! Now I just have to figure how to hook up the textures that work in 3DS Max to unreal and the little buggy will be set!