3ds max to Unreal engine 4 about clock wall mechanism

Discussion started by AnnaPoly

Hello guys I want to modelled an analog wall clock in 3ds max . I would like it work in UE4. I am thinking modelling body, hour and minute hand together and export seperately as body and other parts ?

Answers

Posted over 4 years ago
1

iam no expert in ue4. but i imagine u have 2 options. a. just animate full handle rotation in max and export animation in fbx. then in ue4 you somehow tie speed of animation to some timer. B. you would have a clock and two arrows as separate objects. then you would need to rotate handles in ue4 based on some sort of timer. this option is probably more flexible... just guessing no idea.

Posted over 4 years ago
1

Making separate meshes are probably your best option. That is one mesh for the clock, and one for each hand. It is very important to make the center of the hand the point that the hand should rotate around.

The alternative is to make it a skeletal mesh with each hand assigned to a bone.

The cons and pro's of both are:

Static meshes
+ Easier to use
- More draw calls

Skeletal mesh
+ Less draw calls
- Harder to use

There's also a third option, to animate the clock using shaders. Would not recommend.

Your answer

In order to post an answer, you need to sign in.

Help
Chat