I'm not quite sure, but is'nt that the same as toggling the "always deform" checkbox in Skin's advanced rollout off and on again after bone adjustments, while the timeline is at the reference frame ? I have the suspection that the "set skin pose" command is just doing that internally PS: Out of curiosity i rechecked the…
Check out the polycount wiki and read up on shaders and textures. I suspect you are confusing some terms -- very understandable because the meaning of the technical terms isn't exactly the same as their ordinary usage. Looks like your question is already answered, but I'll add just for reiteration : yes, absolutely you can…
I create my materials in Max, export to FBX and check "import materials" in UDK and don't worry about it. With the wallworm tool you get something similar for source so I would suggest anyone working with source use it, but even then UDK still makes it easier in almost every way. If I need to do something more complex in…
You should start with 3dsMax or Maya for modelling and put UDK on the back burner for a bit until you get basics down. Check out 3DMotive.com and Eat3D.com to help you get started with modelling. That aside, UDK's "material editor" is a node based editor that allows you to create shaders without having to write them in…
No sense in dragging a biped along if you only need the arm. Biped hands are pretty ass anyway its basically just fancy looking bones with horrible curves to edit. You could do a much better rig with bones and actually include the metacarpal bones, which would give you much better flexibility of the palm, much more then…
Uhm, this might disappoint you but I don't have many steps at all. 1. Select obj1 2. Press M, apply material 3. Select obj2 4. Press M, apply same material Oh, I guess there are some steps to actually make it a texture material. To add a texture to the material just.. uhm: 1. Open up Shader Tree 2. Find the material group…
@cromadbomber Thought I would add to this, though clearly you already have a fix. cleanUpScene.mel is code called by OptimizeSceneSize with the appropriate options checked. The optimize options are shown in the screenshot below. I don't think a lot of people look in this option box, and there's actually some good stuff in…
Command Panel > Motion Tab > Biped rollout > Convert (it looks like two arrows circling each other, next to the save icon). This will turn your footstep animation into "freeform" keys. In some cases, you can convert them back into footsteps but only if you haven't added or removed the keys it originally made. Once you…
Here's what I do and it works pretty well. Bake and save out the skin weights. Remove skin Scale the skeleton, if its a custom bone rig then don't scale but use Animation > Bone Tools to reposition the joints. If its biped, enter figure mode and adjust the height. Scale the mesh to match the new skeleton Reset scale…
Yeah, I started using actions last year for saving out merged TGA files while working on PSD textures that weren't supported in the model viewer I was using. Just hit F12 and it saved a nice TGA for me, much faster than going through the menus. I've used actions for some layer effects before too, just simple stuff like…