Most people have it so that there’s a skeleton for each gun and a skeleton for the arms. How I think a lot of people do it (and think about doing it) is having the two completely separate in-engine. There are a hundred ways to set up the rig/weapon relationship to get it into UE4. Now it’s time to start animating and preparing for export to UE4. First, make sure all elements of your arm mesh are within the same object. Make sure your arms are centred at 0,0,0. ![]() II – Creating a custom skeleton in 3DS Max for FPS armsġ. ![]() You want to avoid this as much as possible for a good rig. UV stretching happens when a bone is given too much weighting on a particular face or set of vertices on the lowpoly. The diffuse texture will be very useful in 3DS Max when looking out for UV stretching. You can blend these double-chamfered polygons between adjacent bones later with minimal UV stretching.īefore you begin rigging the arm, ensure that you’ve created the UV map and textures for the lowpoly as you normally would. ![]() When you create the lowpoly for your FPS arms rig, you should double-chamfer knuckles and other areas that will be prone to large angle movements. Just note that it’s harder to accurately rig a pre-posed arm. You can either create them in a straight neutral pose which is easier for the rigger but harder for the sculptor, or you can create them in a pose that fits the position they’re most likely to spend the most time in. The first thing to think about is what neutral pose the arms will be in.
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