Animation Can someone give me a break down or know of any tutorials for how rigged animation exports from maya 2012 to UDK. I take it we use FBX now? as Active X has been scrapped? Cheers. I just saw this on a 3DSmax thread but I think it will work for Maya, I will give it a try and be back to tell you how I got on.…
I'd rig the car like UED does vehicles, bring out clips (turn left, turn right, stop *body lurch forward). Bring those clips into Matinee and that's it. If you need to move the root around move the root. Don't move it in Max. There is an option in Unreal for root bones moving. If you know how to build and control animation…
I think you can do it in the animation editor or matinee. Or go to actor properties>Skeletal Mesh Component>AnimNodeSequence>Rate Scale. This is per instance and per actor. You can do it in the Animation Set Editor and set the Rate Scale, this one is for all actors using the animation. You can trigger events to slow…
So I have imported FBX animations in to UDK several times now. But its just this one object it will import but the animation just wont work. In the editor the bones show up skinned correctly, but the animation just won't play. I know my setting are right because I imported other objects with the same settings. things I…
I dont think that would work. Your trying to sync the animation to the wheel movement in game. Because the pedals are on the bicycle, and the movement distance/rollout is based on engine setup. In other words. they are not on the character. Same for the steering. You would have the wheels and pedals and handle bars not…
Merry Go Round = Would be some kind of phys_item since it requires player input. Matinee as far as my experience using it is just canned sequences/events. Bike = Is it a vehicle? Or is it something else (like you're making a bike racing game). If it's a vehicle, then yes, do the canned animations. In your animation tree…
Im trying to wrap my head around this. Bicycle Vehicle. Any examples out there? How are the animations and IK mixed for the pedals and handlebars? Like I assume I make a static sitting pose. Then make a kismet script that takes that and moves the arms to match up the hands to the handlebars and feet to pedals. Is it with…
If this is just for your demo reel and not a game, why not just animate an ambient swaying animation? No need to over complicate it unless you plan on jumping into the air and punching the sign during your reel.
Has anyone had any luck getting things like skin morh animations into unreal? If so I could really use some help on how to properly export/import them and have them work with the bone animation.