Hi everyone!
Sorry for my bad english, I'll try explain...
I have this model from a psk file, I'm using ActorXImporter script to load it. I changed manually arms and leg bones rotation to looks as T-pose (the model was originally A-pose), then I used "set as skin pose" from animation menu to save the position. The problem is when I load it into Unity still A-pose!
ActorXImporter has a option to restore the bindpose, that restores as A-pose! I assume that "set as skin pose" function is only for working into Max
How I can definitely set the skin as T-pose for any aplication/editor?
Little video:
Solved! Go to Solution.
Solved by ads_royje. Go to Solution.
Hi @Anonymous ,
this is due to the Skin binding.
Set as Skin pose is for the Bones, this does not affect the Skin binding.
To solve that, Skin needs to be re-binded to the bones in a T-pose.
To solve.
1. set the character in the desired pose (t-pose)
2. select the mesh (with Skin modifier)
3. in the main menu bar : Tools > Snapshot (options Single and Mesh)
This will create a copy of the mesh in Max, set to the t-pose with no Skin modifier.
4. select the mesh with Skin modifier
5. Set Skin to Off (eye icon on modifier in the stack)
The mesh should be in its default Skin pose, the A-pose
6. add a Morpher modifier
7. slide it below Skin modifier
So you have Skin on top of Morpher
8. set the Snapshot mesh as a Target
9. set the target to 100%
the mesh is now in the t-pose
10- right-click on Morpher modifier > Collapse to...
now the mesh is collapse to the T-pose with only the Skin modifier on top of it, still turned off.
11- in Skin modifier > Advanced Parameters > Always deform
12 - set Always deform to Off
13- enable Skin modifier back (eye icon)
14- set Always deform to On
Always Deform option Off and back On resets the Skin binding.
Now you should have the mesh in T-pose.
Can delete the Snapshot mesh.
Export to Unreal.
Or any other application.
I hope this can help,
regards
🙂
Glad to read it fixed the problem!
Thanks for your feedback!
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