![]() ![]() I think the fact that Epic does a sh*t job enforcing these standards is the source of confusion. Any bone given a scale other than 1.0 (100%) will cause problems in engine. In addition to being sloppy workflow in general, UE4 does not support bone scaling in animation. You should never scale bones ever for any reason. Skeleton Assets | Unreal Engine Documentation ![]() ‘Rigged to Epic Skeleton’ means you use the same joint hierarchy, with the same names, and same orientation relative to the part of the character weighted to it. could not be practically done like this and as such will not have the ‘Scaled to Epic skeleton’ descriptor. If its a dwarf character, it should come up to the mannequin’s waste. If its a door, the mannequin can walk through it. If its a gun, if fits in the mannequin’s hand. ‘Scaled to Epic skeleton’ means that it is proportional to the mannequin and applies to any mesh asset. Is this the same thing, or what exactly do they mean by that (scaled in engine, in the modeling software, in animations, …)? The submission guidelines ( ) also mention “ Skeleton must not be scaled” for character submissions (section 8). The submission guidelines ( Epic Games Technical Support & Customer Service | Epic Games) also mention “ Skeleton must not be scaled” for character submissions (section 8). The film has a pretty simple storyline as a Navy base has a plane land where only the pilot is alive and the rest of the crew have mysteriously disappeared. Is this in any way destructive? All animations i make this way seem to be working as intended in engine. the Night Monsters, The (1966) 1/2 (out of 4) This now legendary cult movie has the reputation of being one of the worst ever made but I wouldn't go that far. So far, my workflow has always been to import the Mannequin into my 3D modeling software, scale it to match the height of the character i created and then proceed to move the bones to their appropriate location on the mesh. Is this any different from being rigged to the Epic skeleton, and if so, what does it mean exactly? Does the mesh have to be the same height in total, or do all proportions neet to be exact or something? Both of these seem unlikely to me because then all meshes on the marketplace would have very similar bodies. This requirement seems pretty straightforward, but when I look at skeletal meshes on the Marketplace (as well as the submission guidelines), the description always mentions ‘ scaled to Epic skeleton’ as well. As I understood it, this meant that all bones have the same name and structure (basically the conditions to use the same skeleton) and that every bone is placed in the same place on the body in the same way the bones from the Epic skeleton are placed on the Mannequin mesh. I am currently creating character models that are rigged to the Epic skeleton. ![]()
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