Archive for September, 2018

Rigging for Retargeting in Unreal Engine

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Unreal has a specific joint naming convention that will speed up retargeting animation if that is part of your pipeline.  You would do well to rename your skinned skeleton to match Unreal’s naming convention.  I have listed the naming convention below.  As naming conventions go, its not that strong.  You will notice that it does not follow traditional naming convention rules in that there is not a standardization in capitalization but whatever.

Center bones:
Root
Pelvis
spine_01
spine_02
spine_03
neck_01 – one might assume that because this ...

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Unreal Cloth Modeling Considerations

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Unreal Cloth Limitations, When to Use Cloth:

Unreal cloth is not a versatile as you might like.  It has a lot of limitations chief among them is that it is limited to 3 collider shapes: Cube, Sphere and Capsule. Of these shapes only the cube can be scaled in all three axis.  The sphere can only be scaled uniformly and the capsule can only be scaled uniformly and then along it’s long side.  This makes for very poor collision shapes.  Not only ...

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Deleting Faces After Skinning in Maya

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Did you know that deleting faces after skinning messes up your skin weights?  It does!  I have been working in a team that is creating characters with layers of clothing.  This presents interpenetration issues.  So we are deleting the underlying faces that will be concealed by higher layers of clothing.  My solution was to delete faces last after all the skinning.  That way we could quickly go back and add or subtract faces we needed.  But it messes up the ...

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Unreal Engine Cloth Rigging

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Rigging Clothes/Hair:

Importing and skinning clothing/hair in Maya::

  1. Inspect all clothing items.  All surfaces that are associated with the same mesh and will be solved by cloth must be part of the same surface and physically connected to each other by shared vertices.  For instance if you had buttons or a zipper head that were combined with the surface but not actually geometrically connected then those buttons and zipper wouldn’t follow the mesh when solved dynamically ...
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