I don’t know how long this will take to fix up…But This is the end result I got when I
attempted to animate the commander’s skeleton., it wasn’t a good result when I tried it. Look what happens when I try to animate the Commander. His mesh suddenly turns into a warped moving
mangled mess on the screen… That’s not normal, that means there’s a problem with the
targeting of his skeleton.
[/IMG]
What I see happening here is that Unreal is unable to correctly target all of the bones
in the the commander’s mesh because the bone names that you provided on my commander are totally different to the Unreal Skeleton hireachy names which I’ve listed below. so all Im getting is animated MESS waving around on my the screen which are are the bones that the target cannot retarget. Because the Unreal Skeelton has 72 bones but your commander has got 92. So I can’t fix it unless i turn off the animation then the commander’s mesh returns all back to normal again.
The issue? Too many bones, UNreal dosen’t like alot of bones. And the bones of both
skeletons MUST have the exactly same names conventions or it cannot target the
animation correctly to the mesh, so the result is a stretched warped
and twisted mesh…
I cannot add new bones to Unreal Skeleton skeleton either because it has to be done in a
modeling program outside of unreal.
You will need to fix the bone names up on my skeleton so I can re-import the
skeleton in again.into Unreal and then try again to attempt to animate him. So here’s
the Correct Bone naming structure of the demo rig that my commander skeleton rig
needs to have according to Unreal. I cannot correct this problem in Unreal, because Unreal
says I have to fix up the bones and re import the skeleton again…
What this means is that I have abt 25 bones that are not bound because Unreal cannot bind
them if those bone names do not exist on the Unreal Skeleton Mesh I am trying to
target from.
Here’s the Unreal Demo Skeleton bone names.
Skeleton
root
pelvis
spine_01
spine_02
spine_03
Clavicle_1
upperarm_1
lowerarm_1
hand_1
Index_01_1
Index_02_1
Index_03_1
middle_01_1
middle_02_1
middle_03_1
pinky_01_1
pinky_02_1
pinky_03_1
ring_01_1
ring_02_1
ring_03_1
thumb_01_1
thumb_02_1
thumb_03_1
lowerarm_twist_01_1
upperarm_twist_01_1
clavicle_r
upperarm_r
lowerarm_r
hand_r
index_01_r
Index_02_r
Index_03_r
middle_01_r
middle_02_r
middle_03_r
pinky_01_r
pinky_02_r
pinky_03_r
ring_01_r
ring_02_r
ring_03_ r
thumb_01_r
thumb_02_r
thumb_03_r
lowerarm_twist_01_r
Upperarm_twist_01_r
neck_01
head
thigh_1
calf_1
calf_twist_01_1
foot_1
ball_1
thigh_twist_01_1
foot_1
ball_1
thigh_twist_01_1
thigh_r
calf_r
calf_twist_01_r
foot_r
ball_r
thigh_twist_01_r
ik_foot_root
Ik_foot_l
IK_foot_r
ik_hand_root
ik_hand_gun
ik_hand_l
ik_hand_r
.
72 Bones names in the Unreal Demo Rig.
And here’s My Commander’s Bone information of his skeleton.
Skeleton
Root
Centre_of_Gravity
Torso
Chest
Lower_neck
Skull
Skull_end
Clavical_l
Should_l
Bicept_l
Forarm_l
Hand_l
Thumb_Root_l
Thumb_Middle_l
Thumb_Tip_l
Thumb_Tip_l-end
Finger=Index_Root_l
Finger_index_Middle_l
Finger_Index_Tip_l
Finger_Index_Tip_l
Finger_Middle_Root_l
Finger_Middle_Tip_l
Finger_Middle_Tip_l
Finger_Ring_Root_l
Finger_Ring_Middle_l
Finger_Ring_Tip_l
Finger_Ring_Tip_L
Finger_Pinky_Root_l
Finger_Pinky_Middle_L
Finger_Pinky_Tip_L
Elbow_Target_L
ElbowA_Target_L-end
Clavical_R
Shoulder_R
Bicept_R
Forarm_R
Hand_R
Thumb_Root_R
Thumb_Middle_R
Thumb_Tip_R
Thumb_Tip_R_End
Finger_Index_Root_R
Finger_Index_Middle_R
Finger_Index_Tip_R
Finger_Index_Tip_R
Finger_Middle_Root_R
Finger_Index_Middle_R
Finger_Index_Middle_R
Finger_Middle_Root_R
Finger_Middle_Middle_l
Finger_Middle-Tip_R
Finger_Middle_Tip_l
Finger_Ring_Root_R
Finger_Ring_Middle_R
Finger_Ring_Tip_R
Finger_Ring_Tip_R
Finger_Pinky_Root_R
Finger_Pinky_Middle_R
Finger_Pinky_Tip_R
Finger_Pinky_Tip_R
Hip
Thigh_L
Calf_L
Foot_L
Heel_L
Heel_L_end
Toes_L
Toes_L_end
Thigh_R
Calf_R
Foot_R
Heel_R
Heel_R-End
Toes_R
Toes_R_End
Hand_Control_L
Hand_Control_l_end
Hand_Control_R
Hand_Control_R_end
Elbow_L
Elbow_l_end
Elbow_R
Elbow_R_end
Knee_L
Kneel_L_end
Knee_R
Knee_R_end
Foot_Control_L
Foot_Control_l_end
Foot_Control_R
Foot_Control_R_end
the names are totally different and that’s why Unreal is balking out tons of bone binding errors.