5,389
edits
(bedtime long overdue) |
m (→Foot IK) |
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The above procedure is exactly the same in ALS2 and in ALS3, although there are some differences in the name of the entities, blueprints and assets. | The above procedure is exactly the same in ALS2 and in ALS3, although there are some differences in the name of the entities, blueprints and assets. | ||
===Foot IK=== | ===Foot IK=== | ||
It is very frustrating when you import a Mannequin, make sure its skeletal mesh has exactly the same settings as the included Mannequin (including the Physics Asset), but somehow the foot IK does not seem to work. In ALS3, the new character is actually expected to have correct IK immediately upon import - indeed, the default "Post Process Anim Blueprint" (under the Skeleton Mesh section in Asset Details for the Mesh) is None, which is consistent with the corresponding setting of the included Mannequin mesh. In ALS2, the included SK_Mannequin has, in the same field, the setting "Mannequin_PostProcess_AnimBP", so it is necessary to open the new Skeletal Mesh in the editor, go to Asset Details on the left, scroll to the Skeletal Mesh section, and set "Post Process Anim Blueprint" to "Mannequin_PostProcess_AnimBP". The confusing part is that even after you do this (set the correct "Post Process Anim Blueprint"), and save all the assets in the project just in case, the new character will still not have working foot IK. | It is very frustrating when you import a Mannequin, make sure its skeletal mesh has exactly the same settings as the included Mannequin (including the Physics Asset), but somehow the foot IK does not seem to work. In ALS3, the new character is actually expected to have correct IK immediately upon import - indeed, the default "Post Process Anim Blueprint" (under the Skeleton Mesh section in Asset Details for the Mesh) is None, which is consistent with the corresponding setting of the included Mannequin mesh. In ALS2, the included SK_Mannequin has, in the same field, the setting "Mannequin_PostProcess_AnimBP", so it is necessary to open the new Skeletal Mesh in the editor, go to Asset Details on the left, scroll to the Skeletal Mesh section, and set "Post Process Anim Blueprint" to "Mannequin_PostProcess_AnimBP". The confusing part is that even after you do this (set the correct "Post Process Anim Blueprint"), and save all the assets in the project (just in case), the new character will still not have working foot IK. | ||
Somehow this crazy situation is resolved if you close the ALS project and open it again. Apparently IK support is properly initialized only for character assets already present in the project when it opens. | Somehow this crazy situation is resolved if you close the ALS project and open it again. Apparently IK support is properly initialized only for character assets already present in the project when it opens. |