So here's the question: How can I export a skeletal mesh (one that is cooked) from UDK into a usable file for 3ds max 2012?
The reason I want to do this is because I'm in a group project in a level design class (and I'm relatively new to UDK) and the professor wants 2 custom mesh's in our level whether it be vehicles, weapons, or characters.
Our group is doing a single player map and we want to use a custom model for the "final boss", which (for right now) is just a UTPawn that's forced Death Match (using kismet).
The first step is creating the model for our "final boss" but since we're limited on time, I was hoping to essentially replace the mesh of those UTPawn mesh's with the custom one, retaining the animations and AI functions of the bots. So I was hoping there was a method on exporting the actual bot, inspect it's dimensions so I could make sure everything that is necessary to the skeleton lines up for appropriate animations, naming conventions, anything that may be essential in the enemy's creation.
Perhaps there's a better way to go about creating a custom mesh? Any suggestions are very much appreciated. And since I am relatively unfamiliar with UDK, please elaborate on some terminology or processes (:
On a side note, I have seen this thread
http://www.polycount.com/forum/showthread.php?t=70629, and I just about understand everything in it except the program (or at least I think it's a program, it downloaded as an executable) called umodel. I couldn't get it to install.
Replies
http://udn.epicgames.com/Three/UDKCustomCharacters.html
here are 4 meshes from UT3 that you can use to rig your own custom character. just make sure your character is the same dimensions as any of these existing ones, and use the bones to rig yours. with that, you will inherit all of the animations that exist within UDK.