Results 1 to 37 of 37
  1. #1
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Posts
    110

    Default Using my own character

    Hey,
    I imported the UPK file into the editor and when I double click it the standard animations work fine, but I can't seem to figure out how to play it.
    I want to play with my character when I right click and choose "Play from here".

    How do I do that? I can't seem to find a setting to choose which UPK file to use.

  2. #2

    Default

    Try this tutorial:
    http://okita.com/alex/?p=614

    But it does not involve the animation problem. I am searchig for that right know, but with small success.

  3. #3
    Prisoner 849
    Join Date
    Jul 2007
    Posts
    983

    Default

    Add this to the DefaultProperties of your pawn.

    AnimSets[0]=AnimSet'MyPackage.Anims.Pawn_AnimSet'

    You can add several entries to extend the animations you're going to use like so;

    AnimSets[0]=AnimSet'MyPackage.Anims.PawnMale_AnimSet'
    AnimSets[1]=AnimSet'MyPackage.Anims.PawnFemale_AnimSet'

    Why both a Male and Female AnimSet? Let's say the Male AnimSet contains all the animations you need, but some of them is too masculine to use on a female character? If you have several animsets in an array and several entries have the same animation by name, it will be overridden. For example, if both Male and Female AnimSet has the animation Idle in it, the Idle from Female will be used as in this case it's the last in the Array.

    I hope that's clear enough.
    Technical Artist / Animator - InAction @ Forums.BeyondUnreal

    Demoreel: Website
    TUTORIAL: Character - Maya to UDK Livestream
    CHARACTER: UDK Character / First Person Animation Rig
    SCRIPTS: Axtended Animation Manager (FBX Animation Batch Exporter) | T3D Exporter

  4. #4
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Posts
    110

    Default

    Edit: I got it working, sort of.
    But the animations aren't working, since the bone structure of the Male one is the same I used that but it doesn't work. It's a copy from "CH_AnimHuman.Anims.K_AnimHuman_MaleBase"

    Code:
    class LaraPawn extends GamePawn;
    defaultproperties
    {
    	Begin Object class=SkeletalMeshComponent Name=SkeletalMeshComponent0
    		SkeletalMesh=SkeletalMesh'Manor.Lara_Rig'
    		AnimSets[0]=AnimSet'Manor.Lara_anims'
    		bHasPhysicsAssetInstance=True
    		bEnableSoftBodySimulation=True
    		bSoftBodyAwakeOnStartup=True
    	End Object
    	Mesh=SkeletalMeshComponent0
    	Components.Add(SkeletalMeshComponent0)
    }
    Last edited by vixez; 01-03-2010 at 03:33 PM.

  5. #5

    Default Using my own character

    Hey,
    Thats exactly what Im trying to do.
    Im an artist, not a programmer, and I already have my own character modeled in Maya/Zbrush, with its own animation cycles (ex. run, crawl, idle, jump, turn left, turn right and so on).
    I do know how to export the PSA and PSK files from ActorX, import it into Unreal, BUT...

    I cant use my own character, with its own bones and animations as a PLAYER.

    Id like to setup in UDK the keys to start the animation cycles, or even with a joystick. Lets suppose:

    If you press X, the player starts to run.
    If you press Y, the player starts to crawl


    Is it possible?



    Tks
    Fernando

  6. #6
    Iron Guard
    Join Date
    Nov 2009
    Posts
    562

    Default

    I would like help on something similar. For example in Assassin's Creed you press A to do a fast walk as opposed to a slow walk. How would i do this in UDK?

  7. #7
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Posts
    110

    Default

    It's all working for me, but it doesn't want to use the animations

    You can use the script I posted above to get your character in-game

  8. #8

    Default

    This is very nice thread!
    Thank you vixez and others for providing us with info on how to put our own character instead of default game character.

    BUT of course I have the same problem I also see my character inside game and its all ok but I don't have any animations happening and I don't know how to implement it...
    So I would also like to know how to make my character do certain animations for each key I press.
    Tutorial for something like that would be greatly appreciated!
    But it would be also a huge help if somebody could at least tell us where do we change things like those? which class/classes exactly are responsible for that kind of thing? then we could at least experiment on our own

    Thank you!
    Last edited by VEGETA_DTX; 01-06-2010 at 01:04 PM.

  9. #9
    MSgt. Shooter Person
    Join Date
    Jan 2010
    Posts
    110

    Default

    First import your SkeletalMesh, then right click it and create a Physics asset

    My code looks like this in the Pawn:

    PhysicsAsset=PhysicsAsset'Manor.Lara_Rig_Physics'
    AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_ Human''
    SkeletalMesh=SkeletalMesh'Manor.Lara_Rig' AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman _BaseMale'

    (it's in the default properties)

  10. #10

    Default

    Not Working For me
    Plz any one Post Video Tutorial
    Thanxxx
    ____________________________
    Mohamed Elmazen
    Lover Of UDK
    Director
    Cairo Egypt

  11. #11
    Prisoner 849
    Join Date
    Apr 2009
    Location
    Jacinto
    Posts
    989
    Gamer IDs

    Gamertag: Keltar3007

    Default

    @ Mohamed
    Amen!

  12. #12

    Default

    Hey vixez, thank you very much for helping, but it still doesn't work for me as well

  13. #13

    Default

    Im really desappointed, because I choose UDK for my pipeline due to its capabilities.
    My workflow is:
    Modeling: Maya / Zbrush
    Texturing: Photoshop / Bodypaint
    Animation: Maya / Motion Builder

    Why is it so hard to put a character with its own skeletal structure and animations????

    Im not a programmer, and when you mention: open INI file, chance class and bla bla bla, for me its really really dificult to figure it out.

    If there´s a way to do it through Kismet, please, let me know.



    Fernando

  14. #14

    Default

    fmasuela, my story is very similar to yours
    I am not a programmer, I am rather an artist who just uses programming as a TOOL that will help me reach my goal(to make my own game), and not someone who really enjoys programming itself(although it can be very interesting sometimes, especially when its visual such as Kismet).
    I also use pretty much the same Workflow with the exception that I don't use Motion Builder.

    And while I absolutely agree about the "why is it so hard" part(and veeery often loop that sentence in my head while programming :P), I think that you cannot do this via Kismet, BUT I can and will gladly help you with what I know so far (read virtually NOTHING ) step by step.

    So first lets see how more experienced people such as vixez have made it so far and then if they explain us we'll be able to continue experimenting and learning further, or maybe even somebody will find some very good tutorial about this or even a whole pipeline tutorial which would be incredibly helpful for all of us here i guess.
    If I find some good tutorial I'll put it here of course
    Last edited by VEGETA_DTX; 01-07-2010 at 01:57 PM.

  15. #15

    Unhappy

    What I can do right now is:
    1st- export the .ASE and .ASK files from Maya to UDK, through ActorX
    2nd- import the character and its animations in AnimSet, to use it in the game, BUT NOT AS MY PLAYER.
    Through Kismat I can setup the animation cycles, I mean:
    When my character eachs an specific trigger, the other character (the exported one) starts to run, for example. But this is different, because Im not using it in my character.
    This is not what a I intend to do.

    I suppose we need to use the AnimTree, but this is very hard to understand, believe me. Ive just purchased the books from 3DBuzz, and in the 2nd edition (the advanced one) there´s 1 chapter regarding AnimTree, but it doesnt help too much.

    Unfortunatelly Im stuch in this subject...

  16. #16

    Default

    ^So you made it farther than me, I wasn't even able to see my animation inside UDK(I mean inside game, I can see it in animset editor) but ok I guess thats just a matter of setting up some simple trigger scene which I'll try to do now.

    Yes I also think that its most likely something that has to do with AnimTree, especially now after watching couple preview vids about AnimTree.

    But hey don't give up, at least not yet I don't think AnimTree is that complex, is it? to me it doesn't seem hard at first sight at all, it looks more like a visual editor for what we actually need! which I totally like!
    I bet patience will pay off, cause other than this classes renaming, editing INI file and such, UDK really seems relatively straightforward, visual, easy to use and has incredible graphics/physics/other performance and features, therefore its worth of it

  17. #17

    Default

    Hey there fellow UDK-starters I thought I'd help you out by pointing out the fact you most definately need an AnimTree hooked up to your Pawn. It's essential so the engine knows what animations to play and when.

    For information on the UTPawn class try looking at this thread, in particular this post:
    http://forums.epicgames.com/showpost...7&postcount=20

    TheAgent has provided his own UTPawn.uc class where you can simply replace the SkeletalMesh with the one you made yourselves. You can see the AnimTree reference in the code, which points to the default Human AnimTree. This is missing from the code you guys have gotten together here so far. Some of you have solved this, but just in case I thought I'd mention this again. Ofcourse, place this in the Classes folder (UDKFolder\Development\Src\UTGame\Classes)

    I've copied his code and replaced the needed references in there for it to work for me. In my case, I wanted to place my custom bot mesh (with custom skeleton, not the UT3 rig), so I figured out a way to deal with the AnimTree for my custom rig by this tutorial by Denny:

    http://www.screentoaster.com/watch/s...basic_animtree

    I added all my walk/run animations and the idle animation to keep mine simple for now. Here's a screenshot of my AnimTree:



    It can use some finetuning I'm sure, but it works for me at the moment

    The next step is to get it to work ingame, right? For testing purposes only (you want to see the animations ingame) you can setup a simple Matinee sequence in Kismet:
    - Place your SkeletalMesh as a SkeletalMeshActor inside your level
    - Create a new Matinee in Kismet (don't forget to select the SkeletalMeshActor). Add your actor there too and hook it up. Doubleclick the Matinee and follow the UDN guide from here:
    http://udn.epicgames.com/Three/Matin...trolTrack.html

    If however, you want to actually spawn a bot with your custom skeletalmesh instead of the robotversion, with the animations playing you can do the following in Kismet:
    - Add a level startup node
    - Add an ActorFactory and hook those two up
    - Add a PlayerStart (or more if you want) and hook those up to the Factory aswell

    Now you need to setup the ActorFactory (which can spawn Actors) so it spawns your custom bot. Highlight it by selecting it and look at the settings. You can use mine for direction if you want:



    Replace my UTZombie class with yours ofcourse. (If you don't see it in the list, make sure you have put your custom pawn class in the Development\Src\UTGame\Classes folder)

    Right click somewhere in your level and Play from there and voila: your bot should be visible and playing his Idle animation.

    I hope this will guide you to your final destinations, as I know some of you are trying to actually play with your custom pawns. But that's a somewhat different section. Though plenty can be found on these forums, just search hard enough!

    Good luck

    EDIT: If you're Pawn seems to be floating above the ground, you should add an offset to its SkeletalMesh Z origin of -51 (Credits go to Geodav). Check this post of mine where I address this and some issues I had with the PhysicsAsset:
    http://forums.epicgames.com/showthread.php?t=714675
    Last edited by Mojokin; 01-10-2010 at 10:51 AM. Reason: Update

  18. #18

    Default

    Holly Shock Rifle! Thats what I call an explanation!

    Mojokin Thank you sooooo much for this!! By only reading this post of yours many things became much more clear to me, I will jump to do this and start experimenting right away, I can't wait!

    EDIT:
    I DID IT!!!! Mojokin thank you very much again!
    Now its all up to me and my animations to make my character look like actually walking, running, jumping instead of just tweaking his arms in a crazy way
    If I encounter some problems(which is INEVITABLE especially in my case ) I'll make sure to bump this thread.

    If somebody needs help on how to get to this point let me know I'll gladly help!
    Last edited by VEGETA_DTX; 01-16-2010 at 12:16 PM.

  19. #19

    Default Heyy It's work for me but, I've got little problem here.

    First, Thanks a lot to you guys! It was really helpful for me : )
    So, I made it through as far as put my pawn on my game!

    But, then I had a problem that my pawns be lited up only by PointLightMoveable.. I've spent lots of time to know it.
    (before that it was solid black)


    so, here is the screenshoot. In the green line box, there's a SkeletalMesh that has got every lights and, In the red line box, there is my pawn that only got PointLightMove able..

    Does anyone know how to fix it out?

    I just want My pawn also has every lights just like SkeletalMesh! Which is UTPwan dose!

    Thanks



    Ps. My english is not such a good as you see: ) please understand
    Last edited by KyuIn; 01-22-2010 at 11:07 PM.

  20. #20

    Default

    The thing turns out that I can fix it up just with Lighting Channals in light properties : )
    I left this Writting for other people who may have this problem. : )

  21. #21
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Wellington , New Zealand
    Posts
    105

    Default

    Try this..works for me
    Code:
    Begin Object Class=SkeletalMeshComponent Name=myPawnSkeletalMesh
    		
    		bOwnerNoSee=false
    		CastShadow=true
    		LightEnvironment=MyLightEnvironment
    		bAllowAmbientOcclusion=false
    		HiddenEditor = false
    		HiddenGame = false
    		
                    // REPLACE WITH YOUR SKELETAL MESH LINK IN THIS NEXT LINE
    SkeletalMesh=SkeletalMesh'CH_IronGuard_Male.Mesh.SK_CH_IronGuard_MaleA'
    		
    		AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
    		AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
    		PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics'
    	End Object
    	Components.Add(myPawnSkeletalMesh)

  22. #22

    Default

    Glad to see you guys have been able to go forward with this!

    KyuIn: amazing models in the screenshots! nice work

  23. #23

    Default

    I worked the problem out by checking Lighting Channels but, thanks a lot to LordsWarrior

    Mojokin you made me to be able to get this much kkk. thanks anyway to your good words kk

  24. #24

    Default

    OK, this thing really got me.

    I managed to use my mesh as player model with the code below. Everything appeard ok, but i figured out that when I try to play trough: Play level - On PC. The original pawn is showing !!! Why the hell is it doing so ???

    And that isn't everything when the player dies and respawn the camera is turning from my camera to 1st person view.

    Can somebody tell me why ?

    Code:
    class MyPawn extends GamePawn;
    
    defaultproperties
    {
    
    Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
    		
    	End Object
    	Components.Add(MyLightEnvironment)
    	
    Begin Object Class=SkeletalMeshComponent Name=myPawnSkeletalMesh
    		
    		bOwnerNoSee=false
    		CastShadow=true
    		LightEnvironment=MyLightEnvironment
    		bAllowAmbientOcclusion=false
    		HiddenEditor = false
    		HiddenGame = false
    			
    			SkeletalMesh=SkeletalMesh'Ball.Ball_final2'
    			AnimSets[0]=AnimSet'Ball.Ball_animset'
    			AnimTreeTemplate=AnimTree'Ball.Ball_animtree'
    			PhysicsAsset=PhysicsAsset'Ball.Ball_final2_Physics'
    			
    	End Object
    	Components.Add(myPawnSkeletalMesh)
    
    }

  25. #25

    Default

    dante_sk how did you reemplase the player model i just knohw how to reemplase the bots mesh with the agent code and for you problem i think is becouse when you try to play it use the UDK configurations and not yours

  26. #26

    Default

    Sorry, but i don't understand what you mean. I've never heard of reemplase the player model - what's that ?

    And yes, i too think that the UDK is using UDK configs instead of mine (thats quite obvious i think), but the question is why ...

  27. #27
    Banned
    Join Date
    Jan 2010
    Posts
    100

    Default

    please help me ,i need change key for move player
    For example :if key 'C' =do move 'animation sequences'
    Thank you

  28. #28

    Default

    Dante, have you setup your own GameInfo? Play on PC uses the default GameInfo, unless you've specified your own GameInfo in UTGame.ini.

    So, step 1 would be to create your own MyGameInfo.uc, you can use the following code and add your own stuff to it:

    MyGameInfo.uc
    Code:
    class ZombieGameInfo extends UTDeathmatch
    	config(Game);
    
    DefaultProperties
    {
    	// Uncomment next line if you want to add a default inventory item on startup (this is an example)
            //DefaultInventory(0)=class'UTWeap_Mes'
    
            // Uncomment next line if you're using a custom HUD (this is an example)
    	//HUDType = class'UDKProject.ZombieGameHUD'
    
    	// Uncomment next line if you're using a custom PlayerController for your player (example)
            //PlayerControllerClass=class'UDKProject.MyPlayerController'
    	
            // This points to the default player pawn class your game should use (your MyPawn for example)
            DefaultPawnClass=class'UDKProject.MyPlayer'
    	
            // And more options..
            //PlayerReplicationInfoClass=class'UDKProject.MyPlayerReplicationInfo'
            //GameReplicationInfoClass=class'UDKProject.MyGameReplicationInfo'
            // For more properties you can add, check GameInfo.uc or UTDeathMatch.uc
    }
    Step 2. Add your GameInfo so it's used as the DefaultGame. Do this in UTGame.ini, under [Engine.GameInfo], add the line:
    DefaultGame=UDKProject.ZombieGameInfo

    Don't forget to comment out DefaultGame=UTGame.UTDeathMatch by placing a ; infront of it, or delete it (better to leave things though, so you won't forget):
    ;DefaultGame=UTGame.UTDeathMatch

    Ofcourse, replace everything in this code with your information! Hope this helps.

  29. #29

    Default

    Quote Originally Posted by foad_udk View Post
    please help me ,i need change key for move player
    For example :if key 'C' =do move 'animation sequences'
    Thank you
    foad, you'll need to write some code in your (custom) PlayerController. Something like:

    Code:
    exec function MyCustomAnimation()
    {
    	FullBodyAnimSlot.PlayCustomAnim('CustomAnimationNameHere', 1.0, 0.2, 0.2, FALSE, TRUE);
    }
    exec functions can be triggered from within game by pressing a button. So next step would be to add a key binding in UTInput.ini, under [Engine.PlayerInput]. Something like this:

    Bindings=(Name="LeftShift",Command="MyCustomAnimation)

    Where "LeftShift" can be anything else ofcourse, like "W" or "A". Check UTInput.ini for more.

    Don't forget to add the FullBodyAnimSlot to your AnimTree, like I set up a bit earlier in this thread.

  30. #30
    MSgt. Shooter Person
    Join Date
    Feb 2010
    Location
    NC
    Posts
    239

    Default

    I want to thank you all for your posts! It is giving me much inspiration for using this engine and I can't wait until I am able to help others myself. I have a long way to go but thanks to you I am very optimistic. Thanks and take care.

  31. #31

    Default

    First off, many thanks for all the posts here. As a result I've successfully been able to substitute the default bot mesh (SK_CH_LIAM_Cathode) for one of my own. However, the bots themselves do not spawn with and cannot pick up any weapons, and as a result, they are no threat to player. I've been picking through forums and trying to wrap my mind around the code as well, but I still cannot figure this out. Here's the code of my "MyPawn.uc" which is placed in UTGame > Classes directory.

    Code:
    class MyPawn extends GamePawn;
    
    defaultproperties
    {
    	Begin Object Class=DynamicLightEnvironmentComponent Name=MyLight0Environment
        		ModShadowFadeoutTime=0.25
        		MinTimeBetweenFullUpdates=0.2
        		AmbientGlow=(R=.01,G=.01,B=.01,A=1)
        		AmbientShadowColor=(R=0.15,G=0.15,B=0.15)
        		LightShadowMode=LightShadow_ModulateBetter
        		ShadowFilterQuality=SFQ_High
        		bSynthesizeSHLight=TRUE
        	End Object
        	Components.Add(MyLight0Environment)
    
    	Begin Object class=SkeletalMeshComponent Name=SkeletalMeshComponent0
    		CastShadow=true
       		bCastDynamicShadow=true
       		bOwnerNoSee=false
        		LightEnvironment=MyLight0Environment;
                    BlockRigidBody=true;
                    CollideActors=true;
                    BlockZeroExtent=true;
    		SkeletalMesh=SkeletalMesh'RWM_INSRG01_SingleTest.Mesh.RWM_INSRG01_Head_SingleTest'
    		PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics'
    		AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_AimOffset'
    		AnimSets(1)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
    		AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
    		LightingChannels=(bInitialized=True,Dynamic=True)
    		bHasPhysicsAssetInstance=True
    	End Object
    	Mesh=SkeletalMeshComponent0
    	Components.Add(SkeletalMeshComponent0)
    }
    Any and all help would be appreciated. Thx

  32. #32

    Default

    Hello there Kraemology. I see you're extending your MyPawn from GamePawn.uc. Try extending it from UTPawn.uc instead. Also, make sure you have placed enough path nodes for the bots to be able to follow and reach the WeaponPickupFactories, if you haven't done so already. WeaponPickupFactories are considered path nodes aswell.

    Hope this helps

  33. #33

    Default

    Thanks for the heads up Mojokin, but unfortunately I couldn't get that to work either. When I extend from UTPawn instead of UTGame it changes "MyPawn" (the bots) back to the default mesh (CH_LIAM_Cathode) and the bots are still unable to pick up or fire any weapons. In addition to this, it changes the playable character to SK_CH_Corrupt_Arms_MaleA_1P (notice the set of detached,unlit arms in the lower left corner? ...that's the player)



    My guess is that there's also something I have to alter within the default properties of UTPawn.uc much in the same way that I changed "UTPawn" to "MyPawn" within the UTGame.uc. The only problem is that I have no idea what to change where because I really have little to no knowledge of code itself or how it ties together.

    Again, any and all help/advice would be mucho appreciated. Until then, I'll keep trying on my own, and will let you guys and gals know if I solve the problem.

  34. #34

    Default

    Hmm.. So let me get this right (according to the last few lines you wrote). You replaced parts inside UTGame.uc? More specifically, you replaced "UTPawn" by "MyPawn" inside UTGame.uc? If you did, then that's not the correct way to do this at all. It's best (and wisest) to leave all UT code the way it is, and just extend from it.

    So, I would roll back any changes you made to UTGame.uc, and create a new Pawn again. For instance, MyPawn2.uc. Inside, only put the code you find at this particular post:
    http://forums.epicgames.com/showpost...7&postcount=20

    Then remove the "DependsOn(SeqVar_MyInventoryItem);" part, as explained by the author.

    Finally, you can replace the Defaultproperties entries from MyPawn2.uc to your liking with any properties you had in your previous one (MyPawn.uc).

    Let me know if this works. And again, don't change default UT classes UNLESS you really need to disable UT-related stuff. It will save you allot of headaches later

  35. #35

    Default

    Eureka, it works! Thanks so much for the help Mojokin Don't know if I would have ever figured this out otherwise because I really have no idea what half of the code does, let alone how it's strung together within the engine. Thanks again

  36. #36

    Default

    Quote Originally Posted by KyuIn View Post
    I worked the problem out by checking Lighting Channels but, thanks a lot to LordsWarrior

    Mojokin you made me to be able to get this much kkk. thanks anyway to your good words kk
    hey im trying to play with my own pawn, i managed to get in the level but it looks al black where should i put this code???

    lighting chanels only found for skeletal mesh placed in editor but not for pawn player

    and why does player look black (not afected by lighting)???
    if any one knows, player gets light if i place a pointlightmoveable but if away from light source goes to black again



    so if anyone can help would be apreciated

    thanks a lot to everyone in forum udk rules
    Last edited by mo_hack; 03-08-2010 at 09:01 AM. Reason: cant see screenshot

  37. #37

    Default

    Are you extending your pawn from UTPawn? What does your code look like?


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.