by Oleg » Thu Jul 07, 2022 8:03 pm
before you import any geometry model (ydd) you have to import an associated .yft file first, so you get a full skeleton. In most of cases, you should rename the imported branch to .global so every following import you do will reuse the skeleton .skel from .global branch. In such a scenario, you should get a properly rigged model imported and bind to the skeleton. If you export from such a setup (geometry .mesh models in one branch and a .skel inside .global branch), you are likely to get all components rigged in game.
if your issue relates to a geometry you alter or change, then the above is a pre-condition to get everything up right, but not the only steps to take care of.
before you import any geometry model (ydd) you have to import an associated .yft file first, so you get a full skeleton. In most of cases, you should rename the imported branch to .global so every following import you do will reuse the skeleton .skel from .global branch. In such a scenario, you should get a properly rigged model imported and bind to the skeleton. If you export from such a setup (geometry .mesh models in one branch and a .skel inside .global branch), you are likely to get all components rigged in game.
if your issue relates to a geometry you alter or change, then the above is a pre-condition to get everything up right, but not the only steps to take care of.