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UDK - Custom character with animation set

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Uploaded by on May 1, 2011

This tutorial explains the processes involved from a custom character in 3ds max that has already been skinned and animated to exporting and imported into UDK..

Don't forget to check out my portfolio www.pixelmaniac.co.uk and comment if you's are stuck!

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Education

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Standard YouTube License

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Uploader Comments (darthwilson)

  • um, im having a bit of a issue(probably me) but i have a level with a snake in it, its animset is on idle until i touch a trigger, then it attacks, but the difference between the movement of the idle (middle of) and attack(beginning of) just makes the snake jerk, and not in a natural way, is there some thing i should be doing to help the jerkyness between to different movements? any help would do thx

  • @DAMN3DG3 heya! what your getting is snapping from one animation to another which is to be expected.. What you can look into is setting up your character with an 'animtree' which is a powerful tool which combines animations and the actual skeleton and blends them together. It also works well in Matinee for scripted events like you mentioned with the triggers..

    Hope that helps.

  • 6:05 :D

  • @hyv3m1nd giggidy

    

  • avast block my access to pixelmaniac.co.uk .. Trojan horse detected?

  • @mrkokakee Really >.< what specifically did it say was blocked?

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All Comments (15)

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  • which site?

  • Also, I read that the root bone needs to be centered at (0,0,0) in order for animations to work properly in UDK. But I don't see you doing that here with the biped. Is that not a problem for bipeds?

  • Is there a reason why your keyframe don't start with 0? Does it screw up digesting animations or something?

  • thx for the speedy reply, it sounds like just what i needed! 

  • Nice tutorial bud. I got this far by myself already just dont know how to get the character in from here.  Any info online seems so vague after this point.

  • thanks a lot dude!!!!

  • Thanx

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