I was actually working on a workaround with maxscript, but haven't finished it yet, and most likely there is things not getting exported as it should, since I don't do much animation, however so far the tests was working okay. The idea was to a gui where you could add all the framesets, with frames start/end and a name…
So I'm trying to figure out how to get animations in UDK, and I have been semi-succesful. I managed to import a skeleton mesh with one animation, and get it to play the animation in the mesh preview. However I ran into a problem when I tried to export animation sets. No matter what I do, the exported animation is always…
yeah same result in Maya for me -- I make separate files for each animation just to be safe. I reference a main file that contains the character (in a base pose) and rig. It also helps with organization since you don't have to remember where each animation starts and ends. Still ... an annoying bug for sure.
Ah, I hit this in maya too. I've never had the 'baked range' thing work out...never had the patience to figure it out, so I just save each anim to its own file and trim it down. Having anims all separated out like that is a pretty common workflow as it is. You can also trim within UDK by srolling to the timeline and…