Use animated car in Unreal Engine 4

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un1itled
Posts: 1
Joined: Wed Jul 28, 2021 11:39 pm

Re: Use animated car in Unreal Engine 4

Post by un1itled » 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

Patrik Martin
Partner
Posts: 361
Joined: Mon Feb 25, 2008 1:07 pm
Location: Gothenburg, Sweden
Contact:

Re: Use animated car in Unreal Engine 4

Post by Patrik Martin » Thu Jul 29, 2021 1:28 am

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
Partner
http://www.craftanimations.com
patrik.martin-at-craftanimations.com

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