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Hello ue4 community,
i have a problem in 3ds max / maya skinning a jacket i created[ue4_skeleton] since the skeleton position of the exportet animations changes.
As you can see in 3ds max the upperarm_twist changes position between upperarm and lowerarm.
Wonder if i did a mistake somwhere to get this result.
I appreciate any help.
Used SK_Timplate for example.
I would like to welcome you to the “Epic Games Fix Your Crappy Animations Club”
Grinse
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Thanks, that helped me a lot.
#close