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  1. #1
    MSgt. Shooter Person
    Join Date
    Jul 2009
    Posts
    216

    Default UT crowd and animations

    hi guys

    i have three questions,

    -is there a way of giving the crowds weapons
    -is there a way of changing the animation to a custom running animation
    -how do you convert a skeletal mesh into a crowd skeletal mesh coz normal skeletal meshes seem to fall into the floor lol

    thanks guyss

  2. #2
    MSgt. Shooter Person
    Join Date
    Jul 2009
    Posts
    216

    Default

    im trying to deconstruct UDK but im kinda having problems lol

  3. #3

    Default

    I know you can for all 3, but I don't know how yet. This is one of the features I was really looking forward to. They had a flock emitter in UT3, but it was horribly broken. In the Cinematic maps I found one that they'd placed, but they disabled it because they couldn't get it to work either, lol.

    Anyways, in Gears 2 they have weapons and fire at you even. So there is a way to do it, I just haven't found it yet. I'll update you if I find anything.
    See my tutorials here: Organization is the key to success in any endeavor

    mewithoutYou: The potato called from underground, "You've got it all turned upside down!"

  4. #4

    Default

    Ok, I've got 2/3 of it. Go find a crowd archetype. The only one that comes with the UDK is Bishop_Crowd. Double click it to see it's properties. Go under rendering, then under SkeletalMeshComponent. Go under AnimSets to change what anim set it uses. It's set to basemale. You can change it to a custom one if you want. Under that is Anim Tree Template. It's set to the AT_CH_Crowd by default, but you can change that too.

    After that, you can change the skeletal mesh used by scrolling down and going to Skeletal Mesh, also under SkeletalMeshComponent. Beware, though, the only other mesh that comes with the UDK is the Iron Guard Male, and his offset is in the middle. you can't use him because of this. The SK_Crowd_Robot is the default mesh and his origin is set to the bottom of his feet.

    Just an FYI, it looks like you can manually set some of the anims, like Idle, and Walk, by adding the anim name from the AnimSet that you used.

    I hope this helps.
    See my tutorials here: Organization is the key to success in any endeavor

    mewithoutYou: The potato called from underground, "You've got it all turned upside down!"

  5. #5

    Default

    But how to change the default robot character shown in the editor when typing " ` " and "behindview" to a custom one ? Thanks!

  6. #6

    Default

    Quote Originally Posted by dhjhero View Post
    But how to change the default robot character shown in the editor when typing " ` " and "behindview" to a custom one ? Thanks!
    that's a completely different question, and there are other threads about that. Search around a little bit.
    See my tutorials here: Organization is the key to success in any endeavor

    mewithoutYou: The potato called from underground, "You've got it all turned upside down!"


 

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