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[UDK] Character skeleton flipping outside of mesh

Hi Polycount,

Having a weird issue that I've not come across before. My rig is all gravy inside Maya, bones inside the body etc, joint orientations appear to be fine. But when I export (using ActorX) to UDK, and I open the skelmesh in the AnimSet Editor the skeleton is flipped outside of the body, so the animation naturally totally screws up.

I've tried the 'Skel Mirror/Mirror Flip Axis' things but they don't actually seem to do anything.

Any ideas?

57EFo.jpg

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    OK so I tried reimporting it with a bunch of different settings, I tried combining the meshes that make up Wraith together and reskinning it, but nothing has worked so far. I also tried re-orienting the root joint incase it's LRA was flipped but I got nothing ...

    EDIT:
    FIXED:
    The local rotation axis of my reverse foot bones and my face bones was screwed, I baked the animation, deleted the problem bones and then reexported with ActorX and now it works :)

    sVpxn.jpg
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