IE2 Character Animation

After I done rigging, I start making simple walkcycle and standby poses animation to be export as FBX file for UDK.

This is my standby animation when the player does nothing, the character just breath and stand still, waiting for the players command to move.



This is my walkcycle for the character.


However, I want to get rid off the rig controls, and keep the bones and animation active. The way to do this, I had to bake the animation for the bones so it can follow the geometry shape.


I select all the bones.


I go to Bake Simulation, and click bake.


Now the bones has been key framed.


I open the hypergraph hierarchy, and click the right section to highlight the rig controls then press delete.


To clean things up, I optimize the scene.


I have a clean scene.


I export the animation as FBX, but only thing I need to beware is tick smooth groups under geometry bar to make sure the model plays smoothly.



I import the model into UDK as just geometry because the UDK can extract the FBX animation data as a separate file.



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