Modified Some of the Files for the AI and Boss
Created Files + Enemy Minions using modular Meshes Modified Files * BP_EnemyBossMaster * BP_BossArena * BP_EnemyMaster (For the AI) * ABP_EnemySkeleton Deletes Files - No Files were deleted
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Source/Convos - Animation List - MocapOnline.pdf
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Source/Convos - Animation List - MocapOnline.pdf
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Source/FBX/Root_Motion/Convo_01_Low_Key.fbx
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Source/FBX/Root_Motion/Convo_01_Low_Key.fbx
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Source/FBX/Root_Motion/Convo_01_Low_Key_Loop.fbx
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Source/FBX/Root_Motion/Convo_01_Low_Key_Loop.fbx
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Source/FBX/Root_Motion/Convo_02_Up_Beat.fbx
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Source/FBX/Root_Motion/Convo_02_Up_Beat.fbx
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Source/FBX/Root_Motion/Convo_02_Up_Beat_Loop.fbx
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Source/FBX/Root_Motion/Convo_02_Up_Beat_Loop.fbx
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Source/FBX/Root_Motion/Convo_03_Animated.fbx
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Source/FBX/Root_Motion/Convo_03_Animated.fbx
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Source/FBX/Root_Motion/Convo_03_Animated_Loop.fbx
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Source/FBX/Root_Motion/Convo_03_Animated_Loop.fbx
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Source/FBX/Root_Motion/Convo_04_Very_Animated.fbx
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Source/FBX/Root_Motion/Convo_04_Very_Animated.fbx
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Source/FBX/Root_Motion/Convo_04_Very_Animated_Loop.fbx
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Source/FBX/Root_Motion/Convo_04_Very_Animated_Loop.fbx
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Source/FBX/Root_Motion/Convo_05_Argument_1.fbx
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Source/FBX/Root_Motion/Convo_05_Argument_1.fbx
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Source/FBX/Root_Motion/Convo_05_Argument_1_Loop.fbx
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Source/FBX/Root_Motion/Convo_05_Argument_1_Loop.fbx
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Source/FBX/Root_Motion/Convo_06_Argument_2.fbx
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Source/FBX/Root_Motion/Convo_06_Argument_2.fbx
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Source/FBX/Root_Motion/Convo_06_Argument_2_Loop.fbx
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Source/FBX/Root_Motion/Convo_06_Argument_2_Loop.fbx
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Source/FBX/Root_Motion/Convo_07_Sad.fbx
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Source/FBX/Root_Motion/Convo_07_Sad.fbx
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Source/FBX/Root_Motion/Convo_07_Sad_Loop.fbx
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Source/FBX/Root_Motion/Convo_07_Sad_Loop.fbx
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Source/FBX/Root_Motion/Convo_08_Directions.fbx
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Source/FBX/Root_Motion/Convo_08_Directions.fbx
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Source/FBX/Root_Motion/Convo_08_Directions_A_Left_Loop.fbx
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Source/FBX/Root_Motion/Convo_08_Directions_A_Left_Loop.fbx
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Source/FBX/Root_Motion/Convo_08_Directions_B_Right_Loop.fbx
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Source/FBX/Root_Motion/Convo_08_Directions_B_Right_Loop.fbx
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Source/FBX/Root_Motion/Convo_09_Gesturing_To_Side.fbx
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Source/FBX/Root_Motion/Convo_09_Gesturing_To_Side.fbx
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Source/FBX/Root_Motion/Convo_09_Gesturing_To_Side_A_Right_Loop.fbx
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Source/FBX/Root_Motion/Convo_09_Gesturing_To_Side_A_Right_Loop.fbx
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Source/FBX/Root_Motion/Convo_09_Gesturing_To_Side_B_Left_Loop.fbx
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Source/FBX/Root_Motion/Convo_09_Gesturing_To_Side_B_Left_Loop.fbx
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Source/FBX/Root_Motion/Convo_10_Big_Idea.fbx
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Source/FBX/Root_Motion/Convo_10_Big_Idea.fbx
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Source/FBX/Root_Motion/Convo_10_Big_Idea_Loop.fbx
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Source/FBX/Root_Motion/Convo_10_Big_Idea_Loop.fbx
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Source/FBX/Root_Motion/Convo_11_Listening.fbx
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Source/FBX/Root_Motion/Convo_11_Listening.fbx
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Source/FBX/Root_Motion/Convo_11_Listening_Loop.fbx
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Source/FBX/Root_Motion/Convo_11_Listening_Loop.fbx
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Source/FBX/Root_Motion/Convo_12_Gesturing_Up.fbx
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Source/FBX/Root_Motion/Convo_12_Gesturing_Up.fbx
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Source/FBX/Root_Motion/Convo_12_Gesturing_Up_A_Right_Loop.fbx
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Source/FBX/Root_Motion/Convo_12_Gesturing_Up_A_Right_Loop.fbx
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Source/FBX/Root_Motion/Convo_12_Gesturing_Up_B_Left_Loop.fbx
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Source/FBX/Root_Motion/Convo_12_Gesturing_Up_B_Left_Loop.fbx
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Source/FBX/Root_Motion/Convo_12_Gesturing_Up_C_Center_Loop.fbx
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Source/FBX/Root_Motion/Convo_12_Gesturing_Up_C_Center_Loop.fbx
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Source/Maya/SK_Mannequin_HIK_Edit_Template.mb
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Source/Maya/SK_Mannequin_HIK_Edit_Template.mb
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Source/Motionbuilder/SK_Mannequin_Edit_Template.fbm/UE4_Mannequin_occlusion.jpg
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Source/Motionbuilder/SK_Mannequin_Edit_Template.fbm/UE4_Mannequin_occlusion.jpg
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Source/Motionbuilder/SK_Mannequin_Edit_Template.fbx
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Source/Motionbuilder/SK_Mannequin_Edit_Template.fbx
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Source/SKMannequin_A_Pose/SK_Mannequin.fbx
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Source/SKMannequin_A_Pose/SK_Mannequin.fbx
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Source/SKMannequin_A_Pose/SK_Mannequin_A_Pose_README.txt
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Source/SKMannequin_A_Pose/SK_Mannequin_A_Pose_README.txt
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SK_Mannequin A Pose
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Our newer packs have the "SK_Mannequin" in a zeroed out T-Pose like the old 4.7 UE4 Template rig. This was done by popular request.
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**Note: The hands are rotated up and forward 10 degrees to make a better Tee, their rotation values are not true zero.
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If you prefer the new 4.8+ rig default "A" pose with the arms/hands non-zero rotated down on all axes, this "SK_Mannequin.fbx" can overwrite (be merged) into any current UE4 Project SK_Mannequin mesh to create the new stock A-Pose for use in the Retargeting Manager.
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Source/SKMannequin_A_Pose/UE4_Mannequin_occlusion.jpg
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Source/SKMannequin_A_Pose/UE4_Mannequin_occlusion.jpg
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Source/SKMannequin_T_Pose/SK_Mannequin.fbx
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Source/SKMannequin_T_Pose/SK_Mannequin.fbx
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Source/SKMannequin_T_Pose/SK_Mannequin_T_Pose_README.txt
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Source/SKMannequin_T_Pose/SK_Mannequin_T_Pose_README.txt
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SK_Mannequin T Pose
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This "SK_Mannequin.fbx" has a zeroed out T-Pose like the old 4.7 UE4 Template rig.
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(The new 4.8 rig by default is posed in an "A" with the arms/hands rotated on all axes)
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It can overwrite (be merged) into any current UE4 Project SK_Mannequin mesh to create a stock T-Pose for use in the Retargeting Manager.
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**Note: The hands are rotated up and forward 10 degrees to make a better Tee, their rotation values are not true zero.
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Source/SKMannequin_T_Pose/UE4_Mannequin_occlusion.jpg
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Source/SKMannequin_T_Pose/UE4_Mannequin_occlusion.jpg
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Source/SK_Mannequin_A_Pose_README.txt
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Source/SK_Mannequin_A_Pose_README.txt
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@@ -0,0 +1,9 @@
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||||
SK_Mannequin A Pose
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Our newer packs have the "SK_Mannequin" in a zeroed out T-Pose like the old 4.7 UE4 Template rig. This was done by popular request.
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||||
**Note: The hands are rotated up and forward 10 degrees to make a better Tee, their rotation values are not true zero.
|
||||
|
||||
|
||||
If you prefer the new 4.8+ rig default "A" pose with the arms/hands non-zero rotated down on all axes, this "SK_Mannequin.fbx" can overwrite (be merged) into any current UE4 Project SK_Mannequin mesh to create the new stock A-Pose for use in the Retargeting Manager.
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Source/SK_Mannequin_T_Pose_README.txt
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Source/SK_Mannequin_T_Pose_README.txt
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@@ -0,0 +1,9 @@
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||||
SK_Mannequin T Pose
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||||
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||||
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||||
This "SK_Mannequin.fbx" has a zeroed out T-Pose like the old 4.7 UE4 Template rig.
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||||
(The new 4.8 rig by default is posed in an "A" with the arms/hands rotated on all axes)
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||||
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||||
It can overwrite (be merged) into any current UE4 Project SK_Mannequin mesh to create a stock T-Pose for use in the Retargeting Manager.
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||||
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||||
**Note: The hands are rotated up and forward 10 degrees to make a better Tee, their rotation values are not true zero.
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||||
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