UE4 A.R.T - With My Own Mesh

Hi guys,

I´d like to know how can I use “A.R.T” on my character mesh.
I don´t have idea how to start using on my own mesh.

Can anyone provide some tutorial regarding this subject?

Thank you in advance!

Hey there!

Apologies for the delay, I’ve been out of office the past 2 weeks on vacation.

So, it’s super simple to use your own mesh! Basically, you can start the process in a file that already has your mesh, and place your skeleton to that, or you can add it via import during the skeleton placement phase. I think what trips people up is the fact that some geometry is provided, but the reason behind that is so that our animators could prototype characters without having to wait on models :slight_smile:

You don’t have to use it at all! You can hide it during the skeleton placement phase by clicking on the button at the bottom of the side-bar that looks like the dummy. Then when it asks you if you want to auto-skin that proxy geo, just say no! Then you’ll need to skin your model to the created skeleton, and off you go!

Let me know if that helps!

Thank you so much!! For sure… The fact that some geometry is provided maybe it mix things up. I’ve followed the steps you provided and combined the mesh to the skeletal using Skin > Smooth Bind.

Well… At least I could do that.

Just one other question: Can I use seamlessly the UE Animation Starter Pack provided by Marketplace?

Thank you Again!

you bet! Same skeleton :slight_smile:

In fact, most, if not all animation packs on the marketplace use that skeleton for seamless plug and play. You may need to adjust your skeleton asset settings to get it to retarget the way you want, which you can do here:

skeleton means the bone will use the skeleton’s translation (translation will not be animated by the incoming animations)
animation means that the bone will be animated by the translation data in the animation.
animation scaled means that the bone will have translation animation, but that it will be compared against the joint’s current position and modified to better match. An example of where to use this is on the hips. If characterA’s hips are 100 units off the root, and characterB’s hips are 50, animation scaled will take the animation translation values for the hips and divide by 2.

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Thank you so much for your explanation.
You gave me great input in this discipline.

Regards!!