Hi guys, I already started a similar discussion but never received feedbacks.
I am starting to work on a project in which I will have to bake maya physics simulation (a building that crash into pieces etc...) and import these animations to Udk.
I'd like to know every useful information/tutorial about the workflow behind this kind of task. The Udk documentation doesn't cover the topic at all. Every advice is appreciated.
Thanks
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
Replies
I figured something out. It's a bit of a process and I got it to work, but I don't know how hard you can push it, and the max bone count per skeletal mesh will be reached if it's a huge number of bits for the simulation. What I did was create the meshes, put a joint in the center of each bit, then did the parent constrain on the bones to each bit it was attached to. From there I ran the simulation, then I baked the keys down on the joints. Removed the simulation from the geometry and removed the parent constraint on the bones. Then I exported the data and brought it into UDK, it automatically linked the animations and it played just fine.
If this is still a bit of a foggy mess, I can make a video and upload source data and files.
I take that back about the max bones per skeletal mesh, each bit will be it's own character. So I'd make a folder per building and import into there.