i have a model that i would like the be an Unreal tounament player model. it's a biped, but it doesn't quite meet the same proportions as any of the defualt skeletons. i was wondering if i can modify one of the normal skeletons and still have it use the default animations. and if i can't do that, does anyone have any good tuts on how to make my own skeleton and import all the animations into UT?
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I wrote a tutorial back for ut2003 that covers this stuff. Still the same process for ut2004, only thing extra is a vehicle driving pose and an additional idle anim. My tutorial is Maya-centric, but it should be easy enough to translate if you're a max user.
http://www.sunny-d.com/ut2003tut_intro.html
If I understand well - in a fact the model-character has to be really close (similar) to the skeleton's proportions from UT 2003 or 2004 which You want to use ( for exemple - HumanMale or Alien ; etc. etc. etc.)
There's no sens and reason to use "FIGURE MODE of BIPED" under 3DS MAX ... why ? ; cause once Your model imported into UT 2003/2004 his mesh is adjusted (fit) on skeleton original , so ... it's clear - animations is no correct and mainly the mesh of Your model is deformed.
(animations : James Edwards, Steve Jones, animator dudes @ DE - copyright : Digital Extremes ).
I'm still working on , he's going soon into UT 2004.
I imagine that 2004 is fairly similar in most cases.
don't know if that would work if the hirachy is changed drastically, or even a little, but i guess you could try it and find out.
anyway, i guess you have to ask yourself: do you need extra bones for anything to animate? cos if you do then using the UT animations will be useless, because they wont animate them, and you'll have to make a complete set of custom ones. in which case you can make you skelton from scratch if you want cos you wont be using the UT animations at all.