Added: 10 months ago
From: theUDKscriptures
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  • 1000x man. Very useful video!

  • Hey. I've got a question - is it only bones and linked geometry that the ActorX exports, or can I export a humanoid sceletal mesh using 3ds max biped ?? Thums up everyone, who would like to know that :D

  • @x1xNoisEx1x

    Good Question and no idea. I'm not a big max user. maybe check this out

    udn.epicgames/Three/UDKCustomC­haracters.html

  • Do you really need the animations to be on the exact frames or you can just name them correctly?

  • @coms758

    no you can play with the frames. just keep the right names!

  • @theUDKscriptures Thank you, also, do you have a tut about Custom Vehicles?

  • how can i go back to maya 2011

  • @NSaifJason

    uh download or buy it....

  • u am using 2012 maya where can i download ActorX Unreal Dont have ActorX

  • @NSaifJason

    it is not yet developed. i hope soon. go back to maya 11

  • u dutch?

    

  • Cn you Make A tutorial about modeling Gun

  • Hi, thanks for this tutorial~ and can i ask for help...

    I'm doing a DesertEagle and there is suppose to have a retractable action included in the recoil anim. The anim works fine when I preview in Maya, but when I try to import into UDK, The normal anim (recoil) works fine, but the retractable part isn't doing its action...its just staying still (following the recoil instead of pulling back & forth from the gun)...am I'm missing something? The weights are already painted in btw. please help?

  • @capricorn5566

    The Only thing i can think of is that maya didn't baked the recoil animation with actorx. so he only baked the normal recoil. other wise no idea.

  • @theUDKscriptures

    Thanks for replying! I've manage to find the answer. apparently it was the bone rotation in udk XD Thanks again~!

  • I'm having TONS of problems animating my weapon. i cant seem to figure out how to paint the weight onto the joint? When i think i have it right i got to animate it but it doesnt work. HELP PLEASE!

  • @tdude179

    Just flood the weight with the weight paint tool. every lose part on you're gun gets its own bone. after the smooth binding of the bones with the mesh you select each individual part, open the weight paint tool and in there select the correct bone and flood all the weight (1 as value) to the part. make sure that the other bones have no weight effecting the part so flood theme with 0 value. and do this for all the part of you're gun

    This is of corse all for maya. i don't know Max

  • @theUDKscriptures Thank you so much!

  • @theUDKscriptures Thanks to you i could successfully create my first weapon. However, now i'm stuck with the textures... Looks like there are 2 different ways (single cube texture image or group IDs) but i don't know how to start.. do you have any advice? any good tutorial?

  • @qsens

    I have no clue what you're talking about. do you mean the material for you're gun? because UDK dos not work with textures, only with textures within materials.

  • @theUDKscriptures How do you apply more than 1 material? I would like to set different textures on different parts of the weapon.

  • @qsens

    apply different materials to the parts in maya. so example: lambert_1,lamber_2 enz enz

    in UDK the turn in to extra materials slots. But ik advise to minimize the amount of materials or make use of material instant constants see 'xmastree_part2' video for help.

    this makes sure that unreal doesn't slow down

  • i dont want a free software 4 3 years, i want it 4ever.

    so i got blender

  • I Export a 2012 maya mesh to udk, but I dont know if this is the same...

  • @kingx2000

    I think not i still work with 2011 and actorX. is there a 2012 actorX? i believe not. Also there is no back wards compatibility with 2012 files. mayor bug with maya 2012!

  • do you have to use actor x to export these things out? dont wanna downgrade to 2011 again :P

  • @StephenE217

    yes you do need that! you could try it with FBX but i have zero knowledge on how to do that!

  • Hi, I have maya 2012 but there is no actor x for 2012 what should i do?

  • @Falc0nPunchMines

    Go back to 2011. no other option you got!

  • @theUDKscriptures Thanx! Well I got 2011 but is there a way to take my 2012 weapons and put them in 2011 or is there no way.

  • @Falc0nPunchMines

    you could try to set you 'OpenScene' options to 'Ignore version' on

  • @Falc0nPunchMines

    yes you do. srry no maya 2012

  • Why cant I just make all of the stuff in UDK?

    Why need more then one program for it?

  • @SwedishEpicTime

    Because its a game engine not a modeling programme....just like you can't do photoshop in indesign

  • Can I model in blender?

  • @SwedishEpicTime

    jup but i do not know if you can export with either the actorX exporter plugin or FBX exporter, because you need those to make a UDK brush file

  • nvm, forgot the smooth bind

  • for some reason actorX only created a .psa file for me. How do I create the .psk?

  • Comment removed

  • by the way you sound like arnold schwarzenegger

  • this is awesome. but with the joints, did your muzzle have to be wiped out? i could stil rotate the edge of my gun with the muzzle joint, am i doing something wrong? or, by "the muzzle joint doesnt do anything" did you mean you just dont need to use it? or is it supposed to be unable to do anything?

    Thanks dude this is an awesome tut though

  • @dubmaticJRJ

    no what i meant was that there is no weight attached to the muzzle bone. meaning its only there but it dos not play a role in the animation of the gun.

  • @theUDKscriptures cool thanks man! awesome tut!

  • Wow thanks a lot for this tutorial, I needed it for my game ready model, and I've tried a lot of times but never seemed to quite work, so thanks!!!

  • do you need to make your own animations?

  • @boshirex

    yup!

  • @XBLTaconinja

    no it can be any number but the partial will fire out at a certain rate so keeping close to the amount of frames that UDK uses is advisable!

  • kan je een nederlandse tutorial maken?

    engels is geen probleem hoor maar in nederlands is het gewoon makkelijker

  • @jessin8D

    nee sorry dat doe ik niet. ik maak mijn video's voor het brede publiek.

  • Is het moelijk om te scriptie in udinese en hoe lang gebruik je hsl

  • :D firts one done without problems

  • Seems pretty cool man! gonna give this tut a run through now:D

  • are you dutch?

    

  • Comment removed

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