the main character of our game is done now and I try to get him in Unreal,…however this seems more of a problem than I thought in the beginning.
I’ve exported the mannequin from Unreal and imported it in Maya 2015, binded the character to the rig and exported it to test it(I didn’t go into advanced skinning so far since the import is not working at all at the moment).
At import I select the existing skeleton from the project (which is exactly the same which I used for the character in Maya), however during import I get an error message because of and change in the hierarchy (or something like that)…if I ignorre it and press “Yes all”, the import continues and in persona the skeleton seems to be imported correctly…however if you look on all the animation you will see that something went wrong really bad. (not only the different up direction Maya uses)
How do you bring your new characters into the engine and bind them to existing skeletons shared by other characters? Do you used the “Animation and Rigging Tool for Maya” for that? I have it installed but didn’t use it because I didn’t need a new rig (actually I really want to avoid a new rig since I’m not keen to retarget over 500 animations).
…and how do you handle the ik Bones in the rig during skinning? Do you assign any skinweights to them?
Thanks in advance