Anybody has UE5 or UE4 Pioneer sk mesh to make animated buildables
The idea is to make decorative buildables with animations like that https://youtu.be/Tr-9zaLXEPA?si=ASrV8DPCJc1lWYiD
MotionCast-Loic57
YouTube
Trailer Various Attitudes animations Pack (Motion Cast - FREE01)
Available now on :
TURBO SQUID (3DS Max) :
https://www.turbosquid.com/FullPreview/2062012
FAB (Unreal Engine) :
https://www.fab.com/listings/b849a192-611b-42c4-b5b8-7f42c88ec842
CG Trader, Cinema4D :
https://www.cgtrader.com/free-3d-models/character/other/various-attitudes-animations-motion-cast-free01
Unity Asset Store :
https://assetstore.u...
25 Replies
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?
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.
Not sure if the Pioneer's head is part of the skeletal mesh
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)
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)
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
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
Thats so awesome guys.. thanks @The Urban Goose ❤️ where can i get it? Dm me it if possible 🙂
Sent 👍
I'd also be interested in this
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
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)
I would appreciate it dm'd. Wait for response from Arch to share it in any "public" capacity
👍
Awesome
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
@Ben I summon thee (for model distribution insights)
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
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
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
yeah should be fine 🙂
@The Urban Goose there's the go ahead
👍🏽