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Media 0 for listing Heavy Exo Skeleton

Description

Demo Video

How to Use Video (video is of setup for light exoskeleton, basically the same process, but with slightly different bones/sockets used, see documentation for details).

Drill Update Video
Documentation


UPDATE 1-7-2024: Now includes drill hand attachments, as per a suggestion, pics visible up above, and a new video showing them in motion. Animated via Animation Blueprints, so as always you can modify how it's animated yourself with a little knowledge in engine like the rest of the packs stuff.

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This package contains a heavy exoskeleton you can equip on your characters plus some attachments. It comes in three sub parts, arms, legs, and spine, and is designed to follow the movement of the reference characters skeleton it’s assigned to, allowing for it to match a characters movements, without requiring animations of it’s own.

In addition it contains a series of attachments, for methods of grabbing or carrying things with the hands, or as armor plates or a battery.


It consists of simple child actors you need to attach to your own character, and then through the usage of the included blueprint interface, simply send them messages on the reference skeleton, and possibly changed bone names. The component will then have its mesh follow along with the movements of the characters skeleton, making for a simple method of setting them up.


You will need to add some sockets onto your character mesh to properly use all the parts, but this is simple and can be normally done in a few minutes.

You're character MUST roughly match the proportions of the default mannequin character or some issues may arise.

It's possible to use non mannequin skeletons, by changing the bones names used, though you need roughly the same skeleton setup, and for many parts of this one also the same default bone rotations as the mannequin skeleton uses (mostly for arms, and hands and fingers). So it's not quite as flexible as the light exoskeleton product, but still can be adapted to some other skeletons, please ask if you have questions on your specific case.

Pack contains four types of base materials, and some customization using masking options for each of those.


Also the legs are not fully rigid and straight as you might expect from that joint type, they do bend side to side a bit as is needed to follow the leg animations without clipping into them. This does allow for a much broader range of walking animations or running animations, and is most of the time not noticeable, but I figure worth pointing out for those wanting to use it for slow mo films or cinematic as a minor issue.

Included formats

  • logo of Unreal Engine format