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View Full Version : Tutorial Want more animation sets please.



zerd_sword
09-03-2011, 09:51 PM
So I'm going to start making some custom character for UDK to show off my character modeling skills, but I am not a character animator, I am just a humble modeler and texture artist. I can't help but be a little disappointed that as of right now (August 2011 build) the UDK only comes with one animation set for characters. I mean, I can probably do a lot with just that one animation set, but why not give out the others?

Shindawg
09-03-2011, 10:09 PM
What others? The animset they provide contains all basic movement you'd need for a character.

slowJusko
09-04-2011, 12:28 AM
What Shindawg said, what others?
All the UT3 character animations are provided.

JessieG
09-05-2011, 05:01 AM
Epic allows you to use all of their animations. Thats plenty to offer you. Wanting them to make other animations to include for other people's meshes is asking too much of them.

If you want different animations you either need to animate your character yourself, have someone else do it, or pay money for one of the online auto-animation programs to do it for you. No way around that.

zerd_sword
09-07-2011, 12:11 PM
Maybe I am wrong here, I am still kinda new to UDK, but in the UDK in the AnimSet Editor you can see the animation sets that they provide. I am certainly grateful for this too, because I find animation a little tedious. That said, there is the Human animation set for the baseMale character, and the human offset set.

So are these they only to sets that all character in UT use? By what the responses are it would seem so, but I find that hard to believe. I know that the corrupt and the humans share a set, but I would think that the Krall would have a completely different set. But if they don't want to release more, I guess that's up to them.

I don't want Epic to make more animation set just for me (or whoever), just release what they have.

geodav
09-07-2011, 01:36 PM
Epic have provided a great base for people to work from, eg "learn by example"

if you need the Krall animset to learn from then buy UT3

if i remember rightly when i was modding UT3 there was only the 2 animsets

dcrosby
09-08-2011, 08:08 PM
I think he's asking how to create a new anim set, if you open the skeleton, you get an anim set window, and in there is a menu to create an anim set based on the currently opened character or by right clicking in the asset manager you can create a new (blank) anim set, and name it, the association as to which character it loads by default has always been hit / miss with me, but you generally pick your character that you want to view the animations that are in the anim set on, and or import new ones. So skeletal meshes and anim sets have the same editor (window) but contain different data.

Archie_Vision
09-08-2011, 11:33 PM
If I remember correctly, the EULA expressly states that we can use everything in the UDK, but the Skeletal Mesh's. You can use it to learn, but cannot use it in a finished product.

zerd_sword
09-09-2011, 03:25 PM
I think everybody is missing my point. I don't want to make a game/and or sell a game, I don't really like to do character animation either. All I wanted is to bring in my custom characters for use in a game environment for portfolio purposes. Having models in game is impressive on a demo reel and demostrates ability. More animation sets would just give me some more artistic freedom.

JessieG
09-10-2011, 03:39 AM
I think everybody is missing my point. I don't want to make a game/and or sell a game, I don't really like to do character animation either. All I wanted is to bring in my custom characters for use in a game environment for portfolio purposes. Having models in game is impressive on a demo reel and demostrates ability. More animation sets would just give me some more artistic freedom.

Just so you know, there are no krall animations because they aren't in UDK. Epic isn't required to give us ANYTHING with their engine. Hell, they're not required to even give us the engine to use at all, but they do. So take what they give you and either make use of it or branch out on your own.

I feel that someone reviewing a portfolio would not be particularly impressed with a character that wasn't given custom animations. Just slapping on animations that come pre-installed in UDK doesn't make your character being in the game impressive. You're ONLY showing off your modeling skills and the ability to use a bunch of check boxes and menus in an engine. If you're ONLY sending portfolios in for strictly modeling positions, it may be ok, but generally you'd want to steer clear of using anything someone else has made, including animations. It just shows that you don't want to take the time to learn animating and it's not something a lot of companies would like.

Get a program and learn simple animating techniques for idle animations, maybe some walking, but customize it to fit your character. If you don't want to do any animating, then don't. If you get a modeling job, someone else would be tasked with putting it in the engine anyways. If I were you I would stick with just environments in UDK and for characters, just use screenshots and turntable videos in your portfolio.

zerd_sword
09-11-2011, 09:36 PM
I can very well see that the Krall animation sets aren't in UDK, hence me asking about them.

I know that Epic isn't obligated to give out anything (but it's a smart move on their part that they do give out the UDK it helps promote their product and expand it's userbase). I don't believe that any character modeler would be against more animation sets. Having your models in game and running around does show that they will look right when animated and can be a good alternative to still shots in a modeling reel. This has nothing to do with laziness, it's about having a focus. Unfortunately this concept seems to be eluding some.

JessieG
09-12-2011, 04:29 AM
Everyone is trying to tell you that Epic gave everyone enough animations to get a full working character in UDK that can move around. Anything else is all on you to do because UDK isn't a Mod kit, it's an entire engine. It's meant for custom stuff. If you want it, make it. Don't expect Epic to supply EVERYTHING.

Companies would much rather hire someone who can rig and test their own models rather than someone who says "here's a model. Make sure it works good in game because I don't want to do animation"