Anybody has UE5 or UE4 Pioneer sk mesh to make animated buildables

25 Replies
Robb
Robb2mo ago
I think fmodel can dump skeletal meshes, or you could possibly have the building refer to the pioneer mesh that is already present in the game?
AndreAquila
AndreAquilaOP2mo ago
I tried in an older version of the project but the animations didnt work well. I dont know how manipulate the skeletons correctly so the animations turns out as a headless pioneer with some really strange moves. hehehe i think i have to retarget the skmesh and add the head to it.
Rex
Rex4w ago
Not sure if the Pioneer's head is part of the skeletal mesh
The Urban Goose
The bones in skeletal meshes export in the wrong orientation in my experience, and need manual fixing Also yes, the pioneer model doesn't have a head, the head is a separate static mesh (because of the helmet customisation) @AndreAquila I just remembered that I had already made a blender file for the Pioneer in october. Model is fully imported and rigged, along with all heads, I can send the file over (not sure if I can post it here, if the mods give the OK I'll just do that)
The Urban Goose
IIRC all bones now should be in the correct orientation in Blender, so when you import this back to UE5 the skeleton should be identical to the default skeleton, which I believe follows the UE5 skeleton convention, so other UE5 character animations should hopefully work (some retargeting may be required though)
devel
devel2w ago
Bones (except for the tips of the fingers) can be autofixed by an FBX reimport with the "auto bone orientation". But that's still wrong when I import an animation into the game. So the solution is to import with and without auto bone orientation and then retarget with Mwni/blender-animation-retargeting
moosegerm
moosegerm2w ago
Glad you solved it! I think I was @'d in this conversation a few days ago about what export settings I used, and just in case this helps someone in the future, here they are! I exported to FBX with each animation on its own NLA strip (not sure if that was necessary) and I used the settings on the right side of this screenshot. This was almost 2 years ago so take this with a ton of salt, but I vaguely remember that checking "Add Leaf Bones" was relevant, and maybe "Use Space Transform" also
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AndreAquila
AndreAquilaOP2w ago
Thats so awesome guys.. thanks @The Urban Goose ❤️ where can i get it? Dm me it if possible 🙂
The Urban Goose
Sent 👍
Rex
Rex2w ago
I'd also be interested in this
Robb
Robb2w ago
Re: posting the model here (or ideally including it in a repo), Not sure... Let's ask @Archengius. I'd appreciate a copy of the blender file as well
The Urban Goose
So do I send it here, send it to DMs, or wait for a response from Archengius.? (I'm gonna go with wait for now)
Robb
Robb2w ago
I would appreciate it dm'd. Wait for response from Arch to share it in any "public" capacity
The Urban Goose
👍
AndreAquila
AndreAquilaOP2w ago
Awesome
Archengius
Archengius2w ago
It looks like it's a derivative work because the modifications have been made to the rigging, so I think it should be okay with a disclaimer that as a derivative work it's a subject to CSS copyright But this is an area where Ben would probably be a better pick to ask
Robb
Robb2w ago
@Ben I summon thee (for model distribution insights)
Ben
Ben7d ago
We don't have a blender file as the rig is made in Maya and does rely on paid maya specific Rigging and Animation tools
Rex
Rex7d ago
That blender file is something that The Urban Goose made, and since it's derived from base game files we're not sure if it's OK to share it publicly This
Robb
Robb7d ago
Sorry, I should have provided more context. What Rex said - can Goose's blender file with a rigged Pioneer be distributed with the modding tools? With a "derivative work subject to CSS copyright" notice as Arch suggested
Ben
Ben7d ago
yeah should be fine 🙂
Robb
Robb7d ago
@The Urban Goose there's the go ahead
Jean Michel
Jean Michel7d ago
👍🏽

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