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View Full Version : Possible to key animate a with and "ignore" the skinning?


ikonane
03-21-2011, 10:28 PM
I made this thread here (http://forums.cgsociety.org/showthread.php?f=6&t=966435) as well but I thpught it might be better placed here as well?
(Sorry if this is a kind of spamming the forums!)

I want to do is to scale meshes or be able to have a special animation on a mesh with a Skin modifier applied.
What I want is to use extra bones on my character for scaling, rotating and/or moving mesh parts without it having to "follow" the bone it is skinned to. Is that even possible?

For example, how do I make that blade shoot out without scaling the bone? Or is there a way to scale bones in Max and ActorX / UDK will make that work as well?

To explain further:
I want to do something like this and make it work in UDK (Unreal Development Kit).
http://i1225.photobucket.com/albums...A_Animation.gif (http://i1225.photobucket.com/albums/ee384/FoGPhotos/AA_Animation.gif)

What I did in the picture is to scale the bone that the sword was 100% skinned to in Motionbuilder and then implemented it to UDK via Max. It also worked in the animation in Max but it seems that UDK didnt like the scaling of the bone.

So is there another way of doing it?

I tried to make an scaling animation of the mesh in Max but as soon as I add a Skin modifier it goes back to its "normal" state.
I ticked off the box "Back Transform Vertices" in "Advanced Parameters" in the Skin modifier and it looked as it worked in Max but it did not in UDK.

I am really tired right now so I dont really know if my massage has come across. But I can make som images to explain myself further if so is needed.

Thanks very much anyhow!

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03-21-2011, 10:28 PM
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