Wednesday, November 1, 2023

Mastering Root Motion Animation Export from 3ds Max Biped to Unreal

 Mastering Root Motion Animation Export from 3ds Max Biped to Unreal: Tips and Best Practices"

1. It's a nightmare if you aren't aware at the initial stages of animation creation.


2. Ensure that the idle animations work correctly in the game, and make sure the biped's pelvis is at the zero position in both X and Y coordinates.


3. Make sure the weapons are correctly placed on the character's body.


4. Try to start with the Attack-Start animation first and then proceed to A and B.


5. Ensure that the start and end poses match the idle animation for these attack animations; if they don't match, it might result in bad sliding in Unreal.


6. Once you finish the animation, try to export it in FBX format and follow my tutorial below to incorporate the pelvis animation into the root bone.

https://youtu.be/dSexdZ9pyUQ?si=bw7QssKaBhiq6A2m


7. After completing the above process, export the root motion FBX file for Unreal.


8. Once you finish the above process, you are ready to proceed with implementation in Unreal.


Additional Suggestions:

1. Testing and Iteration:Before finalizing your animations, test them in Unreal Engine to ensure they function as expected. Iterate and refine as necessary.


2. Naming and Organization: Maintain consistent animation naming conventions and file organization to prevent confusion.


3. Animation Blueprint: Set up your animation blueprint in Unreal to blend and control these animations effectively.


4. Scenario Testing:Test your animations in various in-game scenarios to ensure they work seamlessly in different situations.


5. Backup and Version Control: Regularly back up your work and use version control to avoid data loss and to track changes.


6. Performance Considerations: Keep an eye on performance and optimize your animations as necessary to ensure smooth gameplay.


7. Documentation for Future Reference: Document the export settings, scale, and other crucial parameters used during the export process for future reference.


8. Character Rigging: Ensure that your character rig in 3ds Max is properly set up for animation and export.


Thank you for reading.

Feel free to reach me if you have any questions:

sivaprasad.gonti@gmail.com

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