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General => General => Topic started by: helloworld12345 on October 17, 2022, 04:16:29 PM

Title: Mesh and Base Pose Issues
Post by: helloworld12345 on October 17, 2022, 04:16:29 PM
Hello,

I'm doing a personal project where I am converting the character meshes and animations to FBX to import into Unreal Engine.
I'm using the following tool to convert .msh with animations to FBX files since I am a programmer and not an artist. https://github.com/LibSWBF2/MSH2FBX

I'm facing an issue where some of the character meshes (sides) are not in T-pose, therefore when binding the animations to these models using the basepose.msh, the animations are waaay off.

Here is an example: The all_inf_soldier.msh is not in t-pose whereas imp_inf_stormtrooper.msh is. The animations bind correctly to imp_inf_stormtrooper.msh but not all_inf_soldier.msh.
Screenshots of .msh.

Can anyone point me in the right direction so I can get these non-t-pose characters to bind to the basepose.msh correctly?
Title: Re: Mesh and Base Pose Issues
Post by: helloworld12345 on October 17, 2022, 07:35:07 PM
Nevermind, silly me! Just needed to ref the all_inf_soldier.msh as the basepose when binding the animations.
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