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# 3 05-01-2005 , 12:44 AM
Registered User
Join Date: Dec 2004
Posts: 30
> hmm did you use the default rig you can down load? or make your own
I made my own rig, complete with wings.

> you need to make sure all the joints are named correctly
What exactly does that mean, "correctly"? They're named similarly to the human male rig, which is similar to Neofin and JunkyardMech and Raptor (three player models with their own rigs), and all use a Bip01 prefix. There's a link to the .mp file in the first post if you want to see the names I used.

NOTE: Upon further inspection, I noticed that the local rotation axes of the right side are inverted from the left, presumably an artifact of mirroring the rig sections. However, the right side still ought to work.

I also noticed that even though the local rotation axes are correct on the left side in Maya, UEd sees some of them differently. The left knee, for example is pointing straight down rather than down the shin.

> Make sure you have created a character set for it as well before you export.
Got one, and I also have a test animation clip that will run in UEd.

> Your model rocks!
Thanks! Now if I could only get it to fly...