Reverse Foot Rig problems

Hey guys,

I’m proofing my rigs that have been exported into UDK and I’ve come across a couple of problems… This one I can’t seem to fix which is a reverse foot rig as part of my setup as shown below…

So the leg continues until that nub bone and then I have an IK from the thigh to the nub like normal… Then I create a reverse foot rig and link to the leg like shown above… Below is the schematic view

Now because the reverse foot setup is separate I later noticed that it won’t export using ActorX

Has anyone have any suggestions because I have 12 individual legs that will need remade and re-skinned…

All fools me for not checking my 1st rig… =(

Only thing i could suggest is create another skeleton that is in one hierarchy and have that one be drivin by the control skeleton you have there. That should work better with actor X. I use Actor X in Maya and that is usually how i’ve setup every game character i’ve done. In general it is better to have a bind and a control skeleton so you can go a little bit crazy on the control side and just have to export the bind skeleton in the end.

ActorX will not export correctly unless everything is linked under a root. So as Jon stated, everything needs to be 1 hierarchy.

I too have started building control skeletons however that’s not needed for ActorX as you can leave your controllers unlinked and you should be good to go. The catch is that anything that is being used in your skin modifier will need to be linked under the root somewhere.

On a side note I’d look into using the .fbx format where ever you can as well. It’s a lot easier than ActorX, especially when dealing with many, many animations. I went as far as writing Max Script to handle 100s of animations that needed to exported as .psa. Of course, this is just my personal opinion. :slight_smile:

Cheers for the replies guys… I’ve been experimenting with lots of things for UDk… Found out I can’t use Fk controllers and reverse foot rigs…

I’ve ended up using triple foot rigs which is exporting fine…

I looked into fbx last night, managed to get the old rig out perfect however I tried some test animations which didn’t work well…

I’ll let you know how I get on though!