Killing Floor

Killing Floor

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N7Legion 30 May, 2018 @ 2:38pm
SDK - Skeletal Mesh with wrong rotations/no root bone
I might need help on this one.

On Blender, I have imported the skeleton/armature from Agent Wilkes and rigged a custom model with it. (including scaling, applying rotations, etc.) The problem is, whenever I try to import it under the .fbx format, the SDK doesn't acknowledge it and screws up the rotation of the model, doing weird animations in return. Not only that, there is also no root bone (aka the pink line) whenever I try to import it. The only thing that's working, is the reference pose. Any help would be appreciated.
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Showing 1-7 of 7 comments
BeavisOfArabia 5 30 May, 2018 @ 4:49pm 
I recommend you try exporting or saving the file under a different file type. Can't really help beyond that as I don't use blender, sorry.
N7Legion 30 May, 2018 @ 11:07pm 
Obviously, .fbx is the only format I could export to, atleast on Blender. I even tried to convert the files through Noesis, and had the same issues like before.
Last edited by N7Legion; 30 May, 2018 @ 11:07pm
baboonaphile 31 May, 2018 @ 12:50am 
Well for sure it has to be a problem with the SDK not Blender, so I'd check to see if your import settings are configured properly. Personally, had problems with importing meshes to UE4 and fixed them by checking the settings. Maybe the SDK is having a problem detecting the skeleton when importing the mesh?

maybe youtube or google the problem on the forums
N7Legion 31 May, 2018 @ 2:57am 
Well, KF only uses UE3 which is a pretty outdated one compared with UE4. There aren't too many options available when I try to import the skeletal mesh.

My bad, UE2
Last edited by N7Legion; 3 Jun, 2018 @ 12:10am
BeavisOfArabia 5 31 May, 2018 @ 3:45am 
Killing Floor is UE2, not UE3. I'm not sure if you're using Umodel & ActorX to import & export any meshes or animations but do try doing so.
N7Legion 3 Jun, 2018 @ 12:08am 
I am using Umodel to export any skeletal meshes for this reason.

So far, no luck. I assume that the export thing from Blender could be the issue, even though I tried different methods.
Ryder.J 61 6 Aug, 2018 @ 12:53pm 
Killing Floor 1 SDK uses .psk for skeletal and .psa for animations, use milkshape or 3ds max with actor x import and export.Getting animations to work in KF 1 sdk can be difficult dependiong on what you want to do, if it is to make a playable character you can look at the mutator examples that have been published.
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