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The only thing you have to make sure of is that the new skeletal mesh uses the same skeleton as our original models. You may wish to export the currently existing model in the game from the engine to an *.fbx file, import into 3rd party tool (preferably Maya) and then rework the model keeping the skeleton from original one. That's one way to do it, there's more for sure.
thank you. that gonna help later.
first i have to figure out how to properly export and import.
i exported this file "sk_ch_bri_Spearman_01_T1_01" (skeletal mesh / pink) out of unreal as fbx. without anything changed i exported the exact mesh out of 3ds max and got a max export error:
warning: gimbal lock exists (42) this message and a list of basically all bones.
The FBX file format cannot represent the transformation of some nodes in the scene due to the limitation of FBX SDK. To avoid this, adjust Bone binding matrices of the problematic Skins.
The following Bones will have incorrect Bone binding matrices under the associated
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when i import it into unreal, unreal spits out the following errors:
no smothing group
duplicate bone name (bones must have unique bone names)
multiple roots found
import failed
get import data failed
iam just posting it as a dukumentation. i try to figure that stuff out but if you have some easy solutions, then i would apreciate the effort.
thx, good night.
hello.
the import/export unreal/3ds max is working now. first: the rig in max must be made the right way.
problem now: the new "mesh" is not showing up "ingame". here is a picture of the "calss defaults" from the "slinger blueprint" i put my new skeletal mesh in the described slot.
i tested animations, and they work on my new model.
i cooked "map pack". i guess i need to use the "cook total conversion" to use custom models.. i imported a custom building mesh and it showed up ingame. but the building has a custom folder inside my mod folder. i assume i have to put the custom mesh in my mod folder too.. i dont know..
here some pictures, maybe someone or you can figure out whats wrong.
this is the default class info screen with the replacement model. the blueprint preview picture already show the new mesh. but ingame the mesh is not visible. the original model is visible.
https://imgur.com/a/wEPfSxO
thx your reply and time ! very apreciated.
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3ds max skeletal mesh export workflow = not finished! = need work and proper dokumentation.
1.export the "ancestors" skeletal mesh as .fbx .(right click on the skeletal mesh = asset actions = export
2.import into 3ds max (2017 in my case)
3.import the custom mesh into 3ds max on top of the ancestors mesh
4.align the new mesh close to the original mesh you want to replace. size, legs, arms, torso, head should be close to the original model.
5.use the "skin" modifier on top of the new mesh
6. add the "bones" from the original mesh (it gonna be listed") but bones only. dont add the listet item with the same name as the imported original .fbx. (in my case the top row item)
7. RIG it like usual.
8. export the rig as .fbx .i used the default settings while exporting
9. IMPORTANT!! step!!! when importing the new skeletal mesh to unreal, a import window appear. uncheck the import "animations" square. that means, no animations will be imported. i did it like that, and the import was done.
10. clean up the stuff. rotation, sizes, oriantation, pivot, materals, smoothinggroups, and so on are screwed up with just exporting the mesh like that. my research showed, that theres some specific rules to follow, to correctly import a mesh into unreal.
11. at the end the import was a success. i was able to play animations with the new model. the workflow is not finished yet. so i assume that shot explonation will mostlikely have some issues. but better then nothing
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You must drag and drop the skeleton to the root part of the outliner before rigging your character. The skeleton is inside a folder named after the original character you replaced as base or something like that, then you can import your character to the game normally.
https://media.discordapp.net/attachments/386468379910733828/636241939733413909/Captura_de_Tela_273.png?width=900&height=507
My skeleton is in the root of the outliner. If 3DSmax is different from Maya and doesn't have an outliner, then I can't really help but advice you to learn Maya.
Just an extra tip.. if you moved the location of the joints to adapt the skeleton to your character (move arm joint to the elbow, hips, fingers and that ♥♥♥♥) like I did in this waifu character, then during every animation, the joint will translate back to its original position and it will stretch your character like it's made of rubber, so the further you move the joint from its original position, the worse your character will look.