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. >>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>>> >>>>>> -- >>>>>> >>>>>> >>>>>> >>>>> >>>> >>> >> > --

