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Exporting character 3d max to Unreal engine | Locked | |
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Feb 6 2009 Anchor | ||
I am having trouble with the skeleton mesh of my character when exporting from 3ds studio Max into the Unreal engine. I cant seem to get how to set up my anim tree (specificly the SkelControlLimb node) correctly so that i dont get any "twist bones" in my skeleton mesh. Normaly i would just remove the twist bone but in this case i have been told that i must use it and find a way as to how. Everything apart from the one bone comes out fine and wonder if there is anyone who can help? I have attached a screenshot of my character showing my problem with the skeleton as well as a section of the AnimTree i am using. Please let me know if you can help me out. Thanks |
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