To anyone here who has created, imported, and used a Fuse Model....
Help..?
Errors similar to this occur when importing a Makehuman model. The fix may also work for you if you are reusing the UE4 skeleton animations.
Open the imported skeletal mesh. Open the Skeleton tab. (showing the bones) Check the Show Advanced Options check box next to the Active Sockets button. Right click on the offending bone. Select Recursively Set Translation Retargeting Skeleton. Do this for each out of whack bone.
Errors similar to this occur when importing a Makehuman model. The fix may also work for you if you are reusing the UE4 skeleton animations.
Open the imported skeletal mesh. Open the Skeleton tab. (showing the bones) Check the Show Advanced Options check box next to the Active Sockets button. Right click on the offending bone. Select Recursively Set Translation Retargeting Skeleton. Do this for each out of whack bone.
I'll give that a shot when I get home from work, getting ready to head in to work now. Thanks!
I think this is not the correct thread to ask this. I will send you a pm as soom as I can.
It's ok, I don't mind because I am sure other Action RPG Inventory users have some experience with this and they might be able to help.
I'm really happy with how this thread is becoming more than just a support thread for the Inventory. It is now also a place where people share their projects that use the system and share tutorials and enhancements with it.
To anyone here who has created, imported, and used a Fuse Model....
Help..?
This is just because you didn't select the Mannequin skeleton when you imported your model, Mixamo states there skeleton supports unreal 4 which it did when the blue Mannequin was still being used, Just re-import it and select the Mannequin skeleton, If you plan on using the unreal animations you will still need to tweak the bone locations on your Mixamo character other wise just import some animations off the Mixamo site.
Also what are using for your ranking system? is that a marketplace asset?
Last edited by OverRated_AU; 03-01-2016, 10:11 AM.
I THINK the update is out finally, I am reintegrating it with the topdown BP and a lot fo UI stuff has now changed to be simpler
Yes the update is out
Let me know if you have any issues, I still need to update the TopDown Inventory Merge video with the new UI steps. But watching the Inventory merge video will help people with that part.
This is just because you didn't select the Mannequin skeleton when you imported your model, Mixamo states there skeleton supports unreal 4 which it did when the blue Mannequin was still being used, Just re-import it and select the Mannequin skeleton, If you plan on using the unreal animations you will still need to tweak the bone locations on your Mixamo character other wise just import some animations off the Mixamo site.
Also what are using for your ranking system? is that a marketplace asset?
I think he means because it says "Level 2" on your player frame. He's wondering if that's something you bought or created yourself.
Gotcha. The level system I created. I can share the code (or code pieces) if anyone would find it helpful. I've also tied into a leveling system that plays an animation and some particle effects when the character levels up. It subsequently adds the level, adds one point (can be changed) to each stat (i have 6), and adds some hit points (variable based on class of toon).
Gotcha. The level system I created. I can share the code (or code pieces) if anyone would find it helpful. I've also tied into a leveling system that plays an animation and some particle effects when the character levels up. It subsequently adds the level, adds one point (can be changed) to each stat (i have 6), and adds some hit points (variable based on class of toon).
Hopefully these will help anyone else trying to have a basic level system. It's nothing complicated, nor does it use any form of Experience to level up. Right now it just does it as a key press so I could test it's functionality.
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