-
Notifications
You must be signed in to change notification settings - Fork 7
Transfer Physics Asset
This is a required step or the character mesh will horribly detach when any impact physics or ragdoll is applied.
Alternatively, if you want to keep your own physics asset, make sure the root bone has a kinematic shape that the pelvis is constrained to. Check PHAT_MoveIt
to see what this looks like.
- To get started go to
MoveIt Content
and duplicate/Models/Character/Mesh/PHAT_MoveIt
to your project - Rename it then open it
- Under "Preview Scene Settings" select your character. The Physics Asset will reopen with your new character assigned
If any shapes don't fit well, adjust them
Press simulate in the physics editor and ensure the character crumples in a sensible manner
If your skeleton differs significantly from UE4 standard then you will likely get a very poor result. A tutorial is coming on how to create physics assets from scratch, but for now it might be best to mimic PHAT_MoveIt as close as possible while building the physics asset from scratch for your custom skeleton.
LEGACY - Pre 2.4 - Default MoveIt Input File [ D ]
Prerequisite knowledge for using MoveIt
- Project Setup [ V ]
- Character Requirements [ V ]
-
Character Setup [ V ]
- Optional: Adding Missing IK Bones [ V ]
- Retargeting Preparation [ V ]
-
Animation Retargeting [ V ]
- Optional: MetaHuman
- Optional: Custom Retarget Pose [ V ]
- Transfer Physics Asset [ V ]
- Connecting Character Up [ V ]
- View Component [ V ]
- Spring Arm [ V ]
- Root Motion
- Weapon Poses & Aim Offsets
- Collisions & Physical Materials [ V ]
Settings, Look & Feel
- Turn In Place Overview
- Pivoting
- Cycled Movement
- Coyote Time & Bunny Time
- Walk / Jog / Run State
- Turning Circle
Expanding your MoveIt knowledge
Common game types with MoveIt
Tutorials contributed by community members