A skeleton can not be animated through the DevKit. The tested methods are described below. |
- See also: Guide.
Maya and CDK[]
These are results of testing in Maya and CDK:
- CDK Exports the skeletons, and or animations with skeletons attached to FBX with no problem and Maya can easily pick these up.
- The skeleton is very easy to rig in Maya as a human.
- Viewport: Shading > X-Ray Joints
- Rightmenu: Human IK
- Human IK Box: Create Character Definition
- Double Click bone in Character box, click matching bone in viewport (takes 3-4 min)
- Rotate upper arms to T-pose (to make maya happy)
- Lock (Optionally Save Rigging Template)
- Set Character Source as Control Rigging
- Save the scene for later just
- Now the skeleton is easy to move in Maya you click the control rig orbs and manipulate them, set IK pins, etc. Everything deforms well no problem
- Create a simple 2-key frame animation of bending knees in place
- Human IK Icon Menu: Bake > Bake to Skeleton
- Select the Root node in the viewport or Rig Tool
- File > Export Selection or Game Export ( I use FBX 2014/2015)
- Import Animation into CDK select SK_Human_Skeleton
- Animation Looks great in CDK
- Create Animation Montage - Looks Great
- Attempt to test animation in game - by substituting Montage for Greet Montage in EmoteTable - Nothing happens
- Test with a bunch of other CDK built-in animations - (Float in Water for example also wont play), but most do
- Stumped
Mocap imports[]
Also working great is mocap imports- (There are massive free mocap fbx libraries available online)
- From Human IK Tab choose "Get HIK and Mocap Examples Online"
- Open a Mocap example (pick one with a character (like dance1.ma) definition or rig one that has no character)
- Import your saved Conan rigged character
- In the Human IK Window set Conan Character Source to Mocap Character
- Human IK Icon Menu: Bake > Bake to Skeleton
- Export and Load in CDK - Looks Great in Unreal Tool - Won't play in game