Animate Model Imported from SolidWorks for use in Unreal

Animate Model Imported from SolidWorks for use in Unreal

Anonymous
Not applicable
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Message 1 of 6

Animate Model Imported from SolidWorks for use in Unreal

Anonymous
Not applicable

Hi,

 

I'm trying to use a model of a robot that is currently built as an Assembly in SolidWorks in Unreal. My plan is to import the SolidWorks model into 3DSMax, rig and animate the model in 3DSMax, and then export the model as an FBX for Unreal.

 

I've been able to import the assembly from SolidWorks into 3DSMax. When I do this, each component of the robot is combined into a single big component but can't move relative to each other. The assembly in SolidWorks is under constrained, such that I can move parts of the assembly relative to each other (aka I can drag the robot's hands around and its arms follow.) How can I get this to happen in 3DSMax?

 

Also, how can I easily do the rigging for the animation? Most of the tutorials I've seen online suggest using CAT, but based on my understanding, CAT assumes your model have a certain form for the movement (aka humanoid) which don't match the movement of my robot.

 

I'm a Mechanical Engineering Student, and know very little about 3DSMax. While I've been going through the tutorials, 3DSMax is obviously a complicated program, and I appreciate all the help I can get.

 

Thanks,

 

J

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Message 2 of 6

Alfred.DeFlaminis
Alumni
Alumni
Accepted solution

Hello @Anonymous and welcome to the community,

 

I'd like to help point you in the right direction.  Posts like this are asking a lot, there a ton of knowledge that needs to be used to get from A to Z.  I'll do my best to point you in a direction, but you will have more success in the forum with other posters if you phrase it more specifically, such as "My object is all one piece!  Is that a problem?"

 

You do not need to use Cat, you can use regular bones with little issue.  It's not a problem that your model is all one part, the bones and skinning will deal with that, and luckily robots don't flex so it will be relatively easy to skin a robot.  Rigging for robotics can be a bit hard, so it's a tough first case but not impossible.  Save often and increment on save when doing new things with Max.      

 

If you have any problems, please make a thread for each problem and I think you'll get more help in general from more sources.  I know it's a tough program at first with a lot of features, but I am happy to help in any way possible.  It takes me a couple days to get to new threads in many cases, but I'll do whatever I can to help with your technical issues.  

 

Best Regards,

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Message 3 of 6

Alfred.DeFlaminis
Alumni
Alumni

Hello @Anonymous,

 

I just wanted to follow up here, any progress on this issue?  Did those links help at all?  

Best Regards,

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Message 4 of 6

Anonymous
Not applicable

Hi @Alfred.DeFlaminis,

 

Thanks for your links. They have been helpful in getting me moving in the right direction. I agree that right now, I'm probably taking too big of a leap from what I know to what I am trying to for one question. Instead of moving forward with my current robot, I am going ot start over with a much simpler figure and try to learn from there, asking smaller questions along the way.

 

Thanks for your help,

 

J

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Message 5 of 6

Alfred.DeFlaminis
Alumni
Alumni

Hello @Anonymous,

 

I didn't mean to imply it wasn't possible, but that a bit of practice on the smaller things makes it easier to do the bigger things.  I hope I didn't offend.  I am here for you for any and all questions you may have about specific problems you are having and it is my pleasure to assist you in any way I can.  I can often only offer links for bigger generalities, but for specifics I can help directly.  I can even create a private folder for you if you ever need to upload a file and check it out to offer suggestions.  You need only let me know you want this and I'll do that for you. 

 

Happy holidays and best regards,

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Message 6 of 6

Anonymous
Not applicable

Hi Alfred,

 

Refereeing to the above thread i am facing problems in linking the parts set to animation.I imported the assembly from solidworks & as it came as  single object I uegrouped the assembly & segregated/grouped/assembled the parts required to be static & dynamic. 

Whenever i try to place links/constraint the parts,the parts flies off to an independent position.
I then try to position it manually which is not the right way.

What would be the reason for the component to fly off????

your quick help would be highly appreciated.

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