I'm making a large building with many windows that have shutters. I made a mesh in 3ds max with 4 bones, one for each hinge. I had planned to have the shutters in various open positions and thought that skinning it to a bone structure would help keeping everything aligned and then just export 4-6 static meshes in different positions. But then I thought, perhaps it is better to just export the skeletal mesh to UDK, then instance the mesh in my scene and position variations there.
Is it possible to manipulate a skeletal mesh in a scene without animation? Just to position it and such? Or should I stick with the original idea and create several versions as static meshes?



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