You have to convert your static mesh to a mover also called a KActor to get it to move. With the KActor you can animate(Move around the scene not deform) your static mesh moving but that is pretty much it. AFAIK you can not export a camera animation from Maya Via ActorX with UT3. This does not mean that you can't do it, it…
That would be a strange requirement. No, the main chunk isn't mirrored in the normal map's uv layout, but the 3 little side chunks are. It feels like there's something I'm missing here though, since it's fine in the model viewer, and fine in marmoset... it just fails once it's added to the scene itself in unrealEd. I…
Hello, i'am doing some vegetation stuff in Unreal atm (tropical island). So my textures rely on transparency all the time. The shadows casted by those textures dont take into account the trasparency. Right now I have one solution wich is to convert the mest to a mover. But what if I have a whole jungle full of…
Hi all, thought I would post a quick question here that popped up today. I have started playing around with making vegetation in Unreal 3 and I would like to know if I can make plants reactive to the player....and is it worth it? I ask because I have large leafed plants I think may be better if they react to players and…
Hey Neox, I was just wondering how you went about putting an outline around the whale in your airborn game. I'm just having a rough time wrapping my mind around how it would work in unreal. I've been trying doing something with a fresnal and a dot to isolate the edges, but I can't figure out how to get a outline to draw…
Thank you |*BILLY$CLINT*| All the meshes in that scene are static so I don't think it's possible to animate them (what I know). So, I tried doing a matinee in kismet instead, I can't say it's going too good animating a camera. This leads me to a new question: Is it possible to animate a camera in Maya and export it out to…
I'm getting an 3597 'unmatched Node ID' Physique skin vertex errors encountered. error when I try to export my model from max using ActorX, I have the mesh linked to the b_Root, when I can successfully get an export to not crash unreal it gives me the mesh, but with all the bip_ helpers as the associated bones. Anyone run…
Apologies if this has already been asked, but I didnt see it... Is there any way to update/replace static meshes? My fav workflow in max is to block stuff out, and replace blockmodels with finished pieces one by one. I assume its possible in Unreal to place static meshes and then later replace the source mesh, thus…
yo, i'm learning the unreal editor for the unearthly challenge, and i have a big novice problem, i can't move anything in my viewport. I have a red cross instead of my move gizmo, its the same cross you get when you press G to unhide the icones. Does anyone know where that lock could come from? ok that was just the icone…
Question: you talk about "making your own shader". i don't even know where to start with that in UE3. the only option i have, that i'm aware of, within the standard editor that comes with unreal tournament, is to create a material based on the shaders available within the engine. is there some hidden command, or shader…