You can either do it two ways, make the lid and bottom separate and just matinee the lid but I wouldn't recommend that tbh, I would just rig it in max or maya and then animate it in max or maya then export to UDK and have the animation play on trigger hit.
I am doing a simple rotation in 3ds max of a fan spinning. There is no bones in the mesh. I know i'm suppose to import the object as a skeletal mesh. I know im suppose to bake animation, and also I know I have to untick the box that says Anim Rotation Only. Even after all of these steps, the skeletal mesh does not animate.…
Thank you. That was kind of what I was looking for, but what if I have a treasure box and I want the lid to rotate open when you a trigger. I want to create and export that animation into udk, but for some reason udk isnt picking up animations from static meshes that simply rotate.
If you want to animate a mesh with a simply rotation or something, it doesn't have to be a skeletal mesh, skeletal meshes are for objects with bones that are animated outside UDK or have a bone to let UDK know what to affect and what not to affect (i.e flags ect) But if you want something to just rotate around and around…
Animations that can be done in Unreal like opening a chest should be done in Unreal. Better memory and cpu wise usually, and better/easier collision wise. Also gives greater control over the lighting (staticmeshes/interpactors can be lightmapped), and it gives greater flexibility workflow wise.