maya to unreal - big problem some glitches - please help


#1

we are developing a game for university

the animations are finished
but when imported into unreal, we have big problems

the model flips about 20 degrees for some frames then back to normal again
some bones (i guess) jump to the weirdest positions then back to normal again

or some bones have weired positions

the thing is
in maya we do not have these things 
only when we import it into the unreal Editor

does something sound familliar ?
every help greatly appreciated

#2

a thought struck me sitting on the toilett

what if i “bake” the animations (i obviously do not know how i shall call it)
so every frame i have everything keyed
no curves and tangents
just keyframes

like motion capturing animation

would this maybe solve the problem ?
since there is enough animation data on every frame ?
and the actorX plugin doesnt have to “think”


#3

man still no change

we used another animated rig wich workes nicely

but after applying it to the other characters half of them show the same problems

isnt there some “exporting to unreal - don’t do this and that in maya” thing on the web ?

here is a example of the weired deformations


#4

dont know unreal, our engine works :wink:

I guess, your characters have some kind of Control rig (IK, etc…)
did you try to bake the keys to the joints?


#5

well i baked the channel
but it didnt work

i dont know if i baked it TO the bones


#6

Baking all the joints down might be a good idea.

Also, check the Graph Editor to see if the curves for your controls aren’t Maya defaults and jumping way out of range.

-john


#7

not to get off track, but I have imported a character in to UT2004 and when I view character in another camera, ie: ~behindcam 1, I dont see the gun? Is this normal?


#8

My guess is that your joints are scaled and not in a nice normal bindPose skeleton. If this is the case then actorX will not take the scale into account at all, only translation and rotation.

Other than that I would be happy to take a look at the rig for you to see if there are any other red flags there.


As to the gun issue. The first person gun and 3rd person guns are totally separate. I’m not sure how you’re trying to implement the gun assets so I’m not sure what to tell you though I do know that you specifically have to tell a character where to attach the guns to the 3rd person mesh.

-L


#9

If I remember right, Unreal Tournament 200x uses an extra bone (I think it’s identified by name) to attach the 3rd person version of whatever weapon your character is holding.

Make sure your rig includes that weapon bone.

[RIGHT]Hope that helps[/RIGHT]


#10

thanks dude

i guess that might be the problem
since i have to modify the rig to fit the different characters
i probably didnt freeze transformations on the bones

i will try that and then get back to you
thanks a bunch


#11

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