Mech | Rigged, Animated, with Unreal Project
Film/TV
, Gamedev
This project features a fully rigged and animated mech, which has been optimized for use in Unreal Engine. It includes a series of baked animation clips—such as walk cycles, idle poses, and more—ready for use in gameplay scenarios or further artistic development.
In the download, you will find a baked-out rigged character and a sample Unreal Engine scene showcasing the mech with its animations already integrated are included. APEX rig, ragdoll, animations and Unreal setup by Henry Dean and Mihnea Stoica. Mech design by Vang Cki, and quadremeshed, UV'd and textured by Daniel Siriste.
COMMENTS
LukaD 10 months, 4 weeks ago |
Scene is strangely not displaying any geo when opened.
Warning:
/obj/render/SPIDER_REST:
Skipping unrecognized parameter "enable_uintattribs".
Skipping unrecognized parameter "uintattribs".
Skipping unrecognized parameter "enable_uint64attribs".
Skipping unrecognized parameter "uint64attribs".
/obj/render/SPIDER_ANIM:
Skipping unrecognized parameter "enable_uintattribs".
Skipping unrecognized parameter "uintattribs".
Skipping unrecognized parameter "enable_uint64attribs".
Skipping unrecognized parameter "uint64attribs".
/obj/render/ground:
Skipping unrecognized parameter "enable_uintattribs".
Skipping unrecognized parameter "uintattribs".
Skipping unrecognized parameter "enable_uint64attribs".
Skipping unrecognized parameter "uint64attribs".
/obj/render/SPIDER_CONTROLS:
Skipping unrecognized parameter "enable_uintattribs".
Skipping unrecognized parameter "uintattribs".
Skipping unrecognized parameter "enable_uint64attribs".
Skipping unrecognized parameter "uint64attribs".
/tasks/topnet1/localscheduler:
Skipping unrecognized parameter "uselogfilename".
Skipping unrecognized parameter "logfilename".
cwrenniks 10 months, 4 weeks ago |
Be sure to change from "Manual Update" to "Auto Update" in the bottom right of your Houdini viewport.
noc2 9 months ago |
No animations within the "anims" geo node :( :(
DL_Martin 7 months, 3 weeks ago |
It seems that project file is missing unreal_scale_joints hda definition.
Would be very handy to know what kind of adjustments are needed exactly.
DL_Martin 7 months, 3 weeks ago |
My mistake, the hda was indeed there.
However, I'd also love to see the building of this kind of rig as a learning material. Unfortunately, it seems it's just a ready made asset.
fianna 7 months, 1 week ago |
Thanks for the feedback, DL_Martin; it is indeed a ready-made asset, but yes, having learning material showing how to build such a rig would be good to make available too. Future planning, for sure.
jaraslauzau.pl 1 week, 3 days ago |
Hey man, awesome setup — really appreciate you sharing the project!
I had a quick question while going through it: how did you transfer the custom skeleton and apply it to physics asset? And how did you handle setting up the ragdolls afterward?
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