Mirko,

ue4 by default doesn´t import animation,even though if you say its a
skeletal mesh, It has to be chosen apart. You can also import animations by
separate without need of importing the complete character.
If it were a null or skin issue you should been adviced by the log viewer.
Nicolas steps should work.
Hope it helps!

F.



2015-03-10 11:33 GMT-03:00 Nicolas Esposito <[email protected]>:

> Mmmhhh....try this:
>
> - Plot animations on all the bones
> - Select joint hierarchy, remove constraint, plot animation
>
> So in UE4, if you try to open the animation sequence, you see the
> character not moving, correct? try to enable the joints view to see if
> they're still or moving, so you might understand if its a rig problem or
> weighting problem.
>
> I had the same problem if I remember correctly, but I don't remember how I
> solved it...
>
> 2015-03-10 15:19 GMT+01:00 Mirko Jankovic <[email protected]>:
>
>> Well no errors it is just that there is no animation at all.
>> Now did I read somewhere that UE4 doesn't support nulls as weights for
>> mesh or?
>>
>> On Tue, Mar 10, 2015 at 3:13 PM, Nicolas Esposito <[email protected]>
>> wrote:
>>
>>> What error do you get Mirko? if its multiple roots you need to modify
>>> the joint structure.
>>> I suggest you ( if you have the possibility ) to give ART plugin for
>>> Maya a try and check the joint structure there to see how everything is
>>> setup.
>>>
>>> 2015-03-10 15:02 GMT+01:00 Mirko Jankovic <[email protected]>:
>>>
>>>> Hey,
>>>> Anyone had any luck exporting character rigged with GEAR from SI to UE4?
>>>> Species does work but so far no luck with Gear at all.
>>>>
>>>> On Tue, Feb 17, 2015 at 12:11 AM, Nicolas Esposito <[email protected]>
>>>> wrote:
>>>>
>>>>> For quick animation testing I usually attach a play animation node
>>>>> right after the Event Begin Play node, so that every time I hit
>>>>> play/simulate, I have the animation running...
>>>>> Situation is different if you're testing a character movement set,
>>>>> which is far more complicated, but yes, in general you do everything using
>>>>> Blueprints, and of course then you put the Blueprint Actor you created
>>>>> inside the scene ;)
>>>>>
>>>>> 2015-02-16 20:49 GMT+01:00 Francisco Criado <[email protected]>:
>>>>>
>>>>>> Hi Tim,
>>>>>>
>>>>>> already fixef it, couldn´t find the animation properties in 4.7,
>>>>>> seems ue changed some menues from 4.5 :)
>>>>>>
>>>>>> Thanks again.
>>>>>>
>>>>>> F.
>>>>>>
>>>>>>
>>>>>> 2015-02-16 15:58 GMT-03:00 Tim Leydecker <[email protected]>:
>>>>>>
>>>>>> Hi Francisco,
>>>>>>>
>>>>>>> I can´t help you much further, I´ve only spent some 10-35 hrs with
>>>>>>> UE4 sofar. Poking, mostly.
>>>>>>>
>>>>>>> That said, you might want to check your Epic Games Launcher for the
>>>>>>> download of
>>>>>>>
>>>>>>> "Content Examples"
>>>>>>>
>>>>>>> It´s a bunch of very helpful levels, you may have luck finding
>>>>>>> something in the Blueprints of the:
>>>>>>>
>>>>>>> "Animation" level
>>>>>>>
>>>>>>> It´s a variety of examples on how to trigger/set up animations using
>>>>>>> different blueprints&approaches.
>>>>>>>
>>>>>>> Cheers,
>>>>>>>
>>>>>>>
>>>>>>> tim
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Am 16.02.2015 um 18:34 schrieb Francisco Criado:
>>>>>>>
>>>>>>>  Hi Tim and Nicolas,
>>>>>>>> thanks for responses, i had no issue exporting the animation from
>>>>>>>> Softimage, found that i wasnt importing it in the correct way in UE. 
>>>>>>>> Also
>>>>>>>> found that to make animation work on unreal it has to be loaded through
>>>>>>>> animation blueprints. Already made the animation graph work, where i 
>>>>>>>> see my
>>>>>>>> imported animation working, but still it seems i have something 
>>>>>>>> missing on
>>>>>>>> the event graph cause when i hit play on editor, i dont see any 
>>>>>>>> animation
>>>>>>>> happeinng  :s
>>>>>>>>
>>>>>>>> Thanks in advance,
>>>>>>>> F.
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>


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