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Re: Use animated car in Unreal Engine 4

Posted: Thu Jul 29, 2021 12:04 am
by un1itled
Help, such a problem. In 3dsmax, the animation works correctly, all the wheels spin as they should. But when exporting via datasmith, the animation works the same way, the body moves as it should, but the wheels jump anywhere. How can the problem be solved?


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Re: Use animated car in Unreal Engine 4

Posted: Thu Jul 29, 2021 1:28 am
by Patrik Martin
un1itled wrote:
Thu Jul 29, 2021 12:04 am
Help, such a problem. In 3dsmax, the animation works correctly, all the wheels spin as they should. But when exporting via datasmith, the animation works the same way, the body moves as it should, but the wheels jump anywhere. How can the problem be solved?


Image

Using the "Link" making the high poly model a child of the dummy does not work when exporting to Unreal Engine via Datasmith. You need to make all parts be in the root level in 3ds max and then use "Link Constraint" in order to follow the dummy objects. Once this is done you are able to export over to unreal engine.
Patrik Martin wrote:
Mon Jan 25, 2021 2:03 pm

Maya
1. Select the 4-Wheeler wheel and then the target mesh
2. Go to Constrain menu and press Parent.
Image
3. Redo for each part (or script)
4. Done

3ds Max
1. Select all the parts that are to follow the 4-wheelers wheel
2. From the Animation -> Constraints click on Link Constraint
Image
3. Click the 4-Wheeler's wheel that the parts are to follow.
4. Done
Patrik Martin wrote:
Tue Oct 13, 2020 10:38 am

Make sure that all the meshes are directly constrained to the 4-Wheeler Extended wheel meshes.

Like this
  • WheelMesh
    • tyre
    • rim
    • bolts
Not
  • WheelMesh
    • rim
      • tyre
      • bolts

Re: Use animated car in Unreal Engine 4

Posted: Wed Apr 06, 2022 1:49 am
by Dag
Hi, the trick I figured out is:
after all is done and the anim is baked you go to outliner and with right click enable shapes.

Image

then delete the dummy shapes and export to UE4/5.

Important!!!!
All hires mashes have to be frozen before you parent it to the wheeler rig.

Re: Use animated car in Unreal Engine 4

Posted: Mon Jul 18, 2022 5:44 am
by srhyne
Hello! I created a car animation and I followed the Youtube instructions about selecting the wheel and using the Constraints > Link Constraint when setting up the car and the rig in 3DS Max 2022. I opened the Scene Explorer and the wheels and body are not under the rig mesh like the conventional rigging set-up. I exported to Datasmith and made sure to check Active Time Segment. I import the file into UE5 and my wheels are still grouped in one spot while the body still moves about the designated path. I'm not sure what steps I'm missing. Any help or advice is much appreciated.

Thanks!

Steve

Re: Use animated car in Unreal Engine 4

Posted: Tue Jul 19, 2022 12:34 am
by Patrik Martin
srhyne wrote:
Mon Jul 18, 2022 5:44 am
Hello! I created a car animation and I followed the Youtube instructions about selecting the wheel and using the Constraints > Link Constraint when setting up the car and the rig in 3DS Max 2022. I opened the Scene Explorer and the wheels and body are not under the rig mesh like the conventional rigging set-up. I exported to Datasmith and made sure to check Active Time Segment. I import the file into UE5 and my wheels are still grouped in one spot while the body still moves about the designated path. I'm not sure what steps I'm missing. Any help or advice is much appreciated.

Thanks!

Steve
Hi Steve,

Are you sure that all the parts are directly constrained to the dummy and are not nested with each other?

Re: Use animated car in Unreal Engine 4

Posted: Tue Aug 09, 2022 5:28 pm
by srhyne
I was able to fix my issue. For some reason the problem continued until I restarted UE and then everything worked fine. Thanks!