

Storing Anim Notifies - which allow you to add effects to animations like footstep sounds, particle systems or even custom events that may trigger other code. In addition to driving animation, the Skeleton asset is responsible for:Īnimation Retargeting - which allows the adjustment of animations for characters with different proportions.Ĭreating and saving Sockets - which allows you to attach things to your characters. The sharing of a Skeleton asset between Skeletal Meshes provides a way for you to share animations between characters or even entire Animation Blueprints used to define animation logic for a character.

I will at times send Andrew an e-mail on specific issues I come across.The primary focus of the Skeleton asset is to handle animation data, not the Skeletal Mesh.Īnother important facet of the Skeleton asset is that if your Skeletal Meshes share the same Skeleton asset (pending some basic rules are met), you can share animation data even if the hierarchy does not exactly match. I am just a user like you, no special connections here. There are some areas, I need to address to Andrew in e-mail about this topic. Imported them into Blender at the correct size. These objects are 100 cm each since I am working in cm. I used the Sculpt Models panel to import three objects. For this to work effectively you need to know the size of the sculpt panel model.

Example: 100 cm cube can be scale by percent along each axis. Using a primitive from the Sculpt Models panel, you do not have the same problem as shown in the picture. They appear to be setup for the default scale scene of 3DC. Using the primitives tool at real world scale the models have to be scaled so large that the resolution is way too much. Scaling in surface mode also increases the resolution.

You are correct, Trying to create a cube at real world scale in cm using the primitives tool imports as you stated.
