There are 3 different settings for Bone Translation Retargeting:Īnimation - Bone Translation comes from the animation data, unchanged. To solve this problem, the Skeleton Tree within the Skeleton Editor offers a few settings to change how translation retargeting between bones is handled. Without it, the Skeletal Meshes of varied proportions would try to use the translation data of the original mesh, leading to the types of errors seen at the beginning of this document. The bone's rotation always comes from the animation data.īecause the original Skeletal Mesh is used to define the proportions of the Skeleton asset, any other Skeletal Meshes using that Skeleton asset that have different proportions (such as a mesh that is much shorter than the original one) will require retargeting to work properly. It is important to note that the retargeting system only retargets the bone's translation component. This data is stored as bone translation data. The Skeleton asset is really just a list of bone names and hierarchy data, but it also stores the initial proportions from the original Skeletal Mesh used to define the Skeleton asset. Animations are bound to a Skeleton asset.
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