Hey, so I’m using the official skeleton in 3ds max, but there seems to be some odd stuff going on that I can’t quite figure out.
I have a piece of metal that I don’t want to deform covering my character’s elbows. Usually the simplest way to animate yet make things like this solid is to just weigh all vertices of this piece equally so they all move and rotate exactly the same amount in the same directions. In this case I have them 50% weighted for towards the upper arm, and 50% towards the lower arm.
This should make it so that when the lower arm rotates, the piece of armor rotates half that amount, since the upper arm does not rotate.
This has worked perfectly fine for me in the past.
However, for some reason that doesn’t seem to work with the skeleton from epic, when the lower arm rotates, the piece of armor instead squashes into the elbow, even though the vertices should be moving equally.
What on earth is going on? It almost seems like the bone itself deforms when rotating?
Edit: Turns out all the xforms on the official skeleton is a complete mess, and they are indeed deforming when rotating. It’s happening with the skeleton in the engine as well.
Does anyone know of a clean skeleton that’s compatible with the default mannequin/animations, that isn’t broken?
I’ve tried several examples of the mannequin skeleton that came duplicated in various animation packs, and the like, and they all have the same deformation issue right in the engine, so this actually appears to be an issue originating all the way back to epic themselves.
But I assume people have made their own compatible skeletons with the same bones for their own rigs and the like?
I’m able to fix it by using orientation constraints for that piece, but FBX does not support orientation constraints and it is lost on export.