![]() I’ll ask him if he could drop in an provided some guidance.Explore the benefits of real-time rendering and animationĮxport a Genesis character from DAZ Studio, and import it to Mixamo to prepare for animationĮxport the character and animations from Mixamo and then import them to UE4 In our group one of our coders was able to solve the issue using a custom IK plugin solution so it can be fixed but the bridge being so new I would expect as time goes by better solutions should be provided by Epic as the Genesis is a logical replacement for the Epic rig. Next is to post a ticket to Epic’s bug tracker but not being a bug should be presented as a feature addition to what has already been done as far as joint locks. The G3/G8 rig uses a parent,child,parent, child configuration so when a 2-bone IK is added the twist bone will rotate relative to it’s parent, which causes the broken leg issue.Īn easy type of fix is to re-parent the twist bones in the same configuration as the Epic configuration but would require targeting the animation to the new configuration. This allows the upper and lower leg to work right with the 2-bone IK as the twist bone can rotate independent from it’s parent. ![]() Video Attached.Įpic uses a parent,parent, child, child configuration where the twist bone is a child of the parent joint above it. I want to lock these bones in place with no bending. The Limb Twist Bone are Bending and distorting IK handling. However, Daz3d Genesis 8 TwistBones has PROBLEMs with IK. Daz3D to Unreal Bridge is pretty Awesome.
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