Stumbled upon this. Sounds promising.
Google translate helped a bit but perhaps someone who knows more about tech side can translate/enlighten us?
Thanks!
Stumbled upon this. Sounds promising.
Google translate helped a bit but perhaps someone who knows more about tech side can translate/enlighten us?
Thanks!
大佬能解决这个问题吗?
https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1837342-on-the-functional-requirements-of-creating-animation-in-ue4
我想让头发作为一个单独的骨架网格物体附加在身体的头部上。然后给头发单独制作动画——这个动画是参考身体的动画制作的。
如果我能把头发在3DSMAX中附着到角色头部(比如使用链接约束),在制作完毕后为了在UE4中正确附着,能够将头发根骨骼位置还原到原点,并保留子骨骼的旋转动画(或许有缩放动画)。然后单独导出到UE4就好了。
但是由于身体的动画已经完全做好,因此要采用这个办法只能通过打开身体动画文件并合并头发和骨骼的3DSMAX文件。这样一来可能导致每个动画中头发附着到的位置有偏差,造成最后导出的动画无法保证头发不会和头部有穿插。就不知道怎么办。
Do you also have access to QQ?