![]() ![]() The Bridge can be limited to use for a single Unreal project, or installed as a general plugin for use in all Unreal projects. LightWave expert user Mike Green previously showed us how to get set up and going in the new workflow offered by the LightWave Bridge to Unreal Engine. For this tutorial, he shows us the workflow for materials between LightWave and Unreal Engine. He covers the new Unreal Material node and a couple of tricks that can be done with using both it and a LightWave material on the same object. He also shows a couple of examples of which LightWave materials can come across to Unreal, at least partially, and which cannot. You’ll get a look at the differences you might expect to see between the LightWave OpenGL viewport, VPR rendering, and the Unreal viewport, depending on how you set up the materials.Since the Avatar is such an important aspect of the Mecanim system, it is important that it is configured properly for your model. So, whether the automatic Avatar creation fails or succeeds, you need to go into the Configure Avatar mode to ensure your Avatar is valid and properly set up. It is important that your character’s bone structure matches Mecanim’s predefined bone structure and that the model is in T-pose. If it succeeds, you will see a check/tick mark: If the automatic Avatar creation fails, you will see a cross next to the Configure button. Here, success simply means all of the required bones have been matched but for better results, you might want to match the optional bones as well and get the model into a proper T-pose. When you go to the Configure … menu, the editor will ask you to save your scene. The reason for this is that in Configure mode, the Scene View is used to display bone, muscle and animation information for the selected model alone, without displaying the rest of the scene. Once you have saved the scene, you will see a new Avatar Configuration inspector, with a bone mapping. The inspector shows which of the bones are required and which are optional - the optional ones can have their movements interpolated automatically. For Mecanim to produce a valid match, your skeleton needs to have at least the required bones in place. In order to improve your chances for finding a match to the Avatar, name your bones in a way that reflects the body parts they represent (names like “LeftArm”, “RightForearm” are suitable here). Automap (create a bone-mapping from an initial pose) This draws knowledge from scripts by Chris Peterson and Mike Green, using the built in Clone Hierarchy plugin in LightWave, combined with the visitnodes() function in LScript.Sample Bind-pose (try to get the model closer to the pose with which it was modelled, a sensible initial pose).If the model does NOT yield a valid match, you can manually follow a similar process to the one used internally by Mecanim. Enforce T-pose (force the model closer to T-pose, which is the default pose used by Mecanim animations).It clones a hierarchy repeatedly while maintaining the correct targeting of its internal target items as well as parenting the hierarchy to its correct parent. If the auto-mapping ( Mapping->Automap) fails completely or partially, you can assign bones by either draging them from the Scene or from the Hierarchy. ![]() If Mecanim thinks a bone fits, it will show up as green in the Avatar Inspector, otherwise it shows up in red.įinally, if the bone assignment is correct, but the character is not in the correct pose, you will see the message “Character not in T-Pose”. You can try to fix that with Enforce T-Pose or rotate the remaining bones into T-pose. Sometimes it is useful to restrict an animation to specific body parts. For example, an walking animation might involve the character swaying his arms but if he picks up a gun, he should hold it in front of him. ![]()
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