-I've created a cat rig character in max
-The character is imported into udk
-I'm trying to apply foot placement, limb control but the controller for the legs isn't visible/imported as apart of the skeleton.
So my question is: If you use a controller to move the leg in max, how do I apply skele-control-foot-placement in UDK if I don't have access to the controller?
Any help would be appreciated!
Replies
This is set up in a character's animation tree in UDK and not in a 3d software program like Max or Maya ( although you need to create an IK bone on each foot for this to work ).
Here is the documentation on the topic:
http://udn.epicgames.com/Three/UsingSkeletalControllers.html#SkelControlFootPlacement
Tutorial's on animation tree's:
http://forums.epicgames.com/threads/739482-AnimTree-Video-Tutorials-Tutorial-9-added!
Look at the robot character in UDK for reference on which IK bones need to be included in the rig for this to work.
Once you have everything set up correctly, native code in the UDKPawn Unrealscript class handles the actual foot placement implementation. If you want to do custom foot placement logic, you will need to script it yourself, as this cannot be done in Kismet.
Hope this helps,
- How does foot placement work on the code side of Unreal?
- What bones are affected by foot placement adjustment?
- How do I hook up these affected bones to the foot placement system?
I suggest you fully investigate how all of this is done on the Unreal side before you start the rigging process in any 3d package.
And again, it doesn't matter if you use a CAT, DOG or plain-jane rig