First: Export your main weighted mesh as an FBX, without animation. Import this as your skeletal mesh. (make sure animations are not checked on this export) Next: export your animations to Fbx files. I believe one file per sequence, as there is no internal sequence delimiting or import options that I have found. Make sure…
Hey guys, this should be a pretty quick question. I'm trying to export an animation (with no heirarchy, it's literally just movement and rotation of a single object) with FBX, and I'm not sure how to do it. I export FBX with animation, but when I try to import, I can bring it in as a static mesh (which is obviously…
Kind of on topic. Can anyone explain to me how to add a skeletal animation to a partical system in UDK? I've used Vailias small tut, but I'm stuck on linking the skeletal mesh to the partical. The idea is to use animated insects, joining them up with a system so that they are randomly spread and moved about in scene.
How complicated is the movement and rotation of this object? As you can move and rotate Static Meshes (after converting them to an 'InterpActor') using Matinee inside UDK. Hourences has a great little guide to object animation and manipulation within UDK. You only need to import animations with your meshes when they have a…
Hello every one! I think this topic would quite fit to my 2 questions. I read in the UDK manual that it is possible to use the same animation package for 2 different meshes, only the bones of the meshes has to be the same number, hierachie and naming. So I tried to import a skeleton in UDK - but without a mesh. And I got…
I am having so much problems with this. I am using bones Pro along with Max 2012 with the latest fbx plugin update. When I import into UDK i get the 'import failed' message. The only way I could get it to import was to check the 'import rigid animation' box, it imported, but as it says. It's Rigid, didn't support my…
I've found that .PSK files (exported with the ActorX plugin for 3dsMax) to be much more reliable than FBX animation, and don't throw that annoying "Import Failed" error!
Im wondering this too! How do people get it to work correctly? We only use Actor X at my work for all animations. My lead programmer really hates FBX :)
I'm not sure Unreal supports Animations that are not bone driven. The easiest thing to do would be creating a small box as b_root, linking the other object to it. Make a Snapshot of the Object on Frame 0 and skin it to these two bones (with no influences of b_Root). Keep in mind to enable Bone Translation in the AnimSet.
Unfortunately ActorX for Max '12 is no longer supported. I'm not sure if the '11 version works (I can't get it to), but that may be because I'm installing it wrong since I'm new to Max. How do people go about animation in UDK with FBX, newer than the August build, and 3DS Max? I'm having a hell of a time finding up-to-date…