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Post Posted: 06 May 2018, 10:40
Post Posted: 06 May 2018, 10:46
Post Posted: 07 May 2018, 07:03
Post Posted: 07 May 2018, 18:51
Post Posted: 08 May 2018, 06:49
UBerserker wrote:So I'm really dumb at this stuff but this is mostly suited for bipedal pawns and the likes?Man how I still wish we had Drakk in U1/UT.
Post Posted: 08 May 2018, 11:07
Post Posted: 08 May 2018, 13:10
Post Posted: 08 May 2018, 13:15
Post Posted: 08 May 2018, 20:00
ividyon wrote:Do you have any Blender-specific steps or recommendations on what to avoid, what scale to keep the model in etc.? You said there should be only 1 mesh, but the Armature is still be a separate object, right?Also, have you tested this with other tools that export to FBX, most prominently 3DSMax/Maya?
Feralidragon wrote:This sounds awesome. However, I cannot help but wonder why vertex animation was the first thing you supported?I didn't try it yet, but Unreal supports skeletal animation, and skeletal meshes do not seem to suffer from the same hardcoded limitations that vertex ones do.Skeletal meshes do not seem to have that boundary and snapping limit, since everything about them (including their UVs) seem to be declared as floats (at least from the native headers), so all the problems you have with vertex meshes seem to be non-existent in skeletal ones, at least theoretically, and the conversion from FBX sounds like it would actually be easier to convert to skeletal meshes as it would be closer to a more 1:1 conversion than to vertex.Don't get me wrong, vertex animation support sounds awesome and is still useful for a few cases, but skeletal animation seems to be more important and easier to support.
Post Posted: 09 May 2018, 00:04
Post Posted: 09 May 2018, 22:43
Post Posted: 10 May 2018, 01:33
Post Posted: 09 Jun 2018, 11:05
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