man i've tried this a few times. i don't know where i'm messing up.. your test skeletal mesh is in the t-pose as it was in the video when i export via actor x but when i import to the udk its not set right, its at a funny angle. then when i try to play an animation the testmesh remains in the t-pose and the angle just changes. its frying my brain.. I followed everything exactly as you show.
@benzie13 Someone else had the same problem but it's an easy fix. You just have to be sure what route your going to take though. This is a custom boned player tutorial so if you take the route of the video, then you will have to create your own animset in UDK and export a test animation from 3dsmax, just to see if it works. No, the default UDK animation will not work on your player, because you have custom bones with different naming.
Other wise I would have just rigged my mesh to the UT3 rig and not to custom bones. In the video I explain that sometimes when you have a previous skin on the mesh, it won't work until you reset the mesh. So right click on mesh and convert to editable poly. Now skin it again and go through the process of the video. First test an animation with the leg like in the video to see if it will work.
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BurningdiverUK 11 months ago
oh wow it worked. you've got skills eh. thanks again
benzie13 1 year ago
man i've tried this a few times. i don't know where i'm messing up.. your test skeletal mesh is in the t-pose as it was in the video when i export via actor x but when i import to the udk its not set right, its at a funny angle. then when i try to play an animation the testmesh remains in the t-pose and the angle just changes. its frying my brain.. I followed everything exactly as you show.
benzie13 1 year ago
@benzie13 Someone else had the same problem but it's an easy fix. You just have to be sure what route your going to take though. This is a custom boned player tutorial so if you take the route of the video, then you will have to create your own animset in UDK and export a test animation from 3dsmax, just to see if it works. No, the default UDK animation will not work on your player, because you have custom bones with different naming.
MJCDreamart 1 year ago
@MJCDreamart
Other wise I would have just rigged my mesh to the UT3 rig and not to custom bones. In the video I explain that sometimes when you have a previous skin on the mesh, it won't work until you reset the mesh. So right click on mesh and convert to editable poly. Now skin it again and go through the process of the video. First test an animation with the leg like in the video to see if it will work.
MJCDreamart 1 year ago 2
Respond to this video...
This is the order.
Link custom bones main bone to the UT3 rig b_Hips bone.
Add skin to mesh.
Add all b_bones to skin
Add all custom bones to skin
Do not add biped bones to skin
Only weigh your player mesh to your custom bones, and not b_bones yet still have b_bones in your bone list
Okay now create an animation to export as well as your mesh
MJCDreamart 1 year ago
@MJCDreamart cheers man. I was getting a wee bit ahead of myself. sorry to waste your time lad
benzie13 1 year ago