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  1. #1
    MSgt. Shooter Person
    Join Date
    Mar 2011
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    153

    Default Issues with matinee on ios

    Hello everybody,

    I'm facing a big issue with the matinee. I have imported a character, created a new anim set and anim tree and tried to use an animation in the matinee but no animation is played.

    I know the character is righed correctly because the walk and idle animations are runnin correctly.

    I have watched different matinee tutorials on youtube and recreated the steps as mentioned in the video, but i still could'nt get the animations to play.

    Can anyone give me a hint?

    Thanx

  2. #2
    Palace Guard
    Join Date
    Mar 2008
    Posts
    3,593

    Default

    In matinee, make a new skeletalmesh group, with your skeletalmesh in it. Then select the group and in the options in the bottom it will have a spot for adding your animset. Then in the animation track create a keyframe and it will ask which animation you want it to play based on the animset.

  3. #3
    MSgt. Shooter Person
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    Mar 2011
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    153

    Default

    Thank you for your answer, i will try it as soon as i get home and hit you back if something fails. Thanks again.

  4. #4
    Palace Guard

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    Jun 2007
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    Christchurch
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    3,514

    Default

    Is this problem specific to iOS?

  5. #5
    MSgt. Shooter Person
    Join Date
    Mar 2011
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    153

    Default

    Hello again. I have just tried it and here are the results.

    The method mentioned by you above works correctly only if I add an Skeleton mesh directly to the scene.
    in my case i have the main character which is a mobile placeble pawn and which i need to animate using matinee.

    At some point in the game i need it to perform an animation, say die animation , and as i have seen in the jazz rabbit tutorial , that is performed by a matinee. The problem is that i can't figure out why the pawn isn't animating.

  6. #6
    MSgt. Shooter Person
    Join Date
    Feb 2011
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    Switzerland
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    452

    Default

    By any chance do you have any active delays before playing the matinee animation?

  7. #7
    MSgt. Shooter Person
    Join Date
    Mar 2011
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    153

    Default

    iHave no deays. It doesn't play any animation on the mobile placele pawn

  8. #8
    MSgt. Shooter Person
    Join Date
    Mar 2011
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    153

    Default

    I also tried today using other groups , setting my animTree different ( after he jazz rabbit tutorial . and i still couldn't get the animation to run from matinee. any other ideas ? can someone hive me a valid link or small tutorial on how to create a different matinee animation for the mobileplaceblepawn and activate it through an input zne on the screen ?

    a screenshot would hep.


    Thank you

  9. #9
    Skaarj
    Join Date
    Apr 2012
    Location
    Boston, MA
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    19
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    Gamertag: spacekatgal PSN ID: spacekatgal

    Default

    This might be going back to basics, but how are you exporting your animation in the first place? Because, it's my experience that it's a fairly quirky process. If it's helpful, I'd be willing to share the exact settings we use coming from Maya into FBX.

    Bri

  10. #10
    MSgt. Shooter Person
    Join Date
    Mar 2011
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    153

    Default

    Quote Originally Posted by spacekatgal View Post
    This might be going back to basics, but how are you exporting your animation in the first place? Because, it's my experience that it's a fairly quirky process. If it's helpful, I'd be willing to share the exact settings we use coming from Maya into FBX.

    Bri

    I'm using ActorX to export them from 3ds Max 2011. I save all my animations into a file .PSA and export them in a single shot. then i import the .PSA file into an animset. there aren't any settings to fill out it's a preatty straight forward process. The thing is that i have tried to apply the walk animations into the matinee ( animations that normaly work in the animtree and are correcly played in the mobile previewer when i'm moving my mobileplaceable pawn) and i can't get a result. I am starting to believe that this might be an UDK issue since i have done everything by the book. i am using the latest versions of udk the 03. 2012 version.

  11. #11
    Skaarj
    Join Date
    Apr 2012
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    Gamertag: spacekatgal PSN ID: spacekatgal

    Default

    I might be mistaken here, but ActorX is no longer supported with UDK mobile, in lieu of FBX. At least, that's what my lead programmer advised me when we were building our pipeline. I'm certain that you can download an FBX plugin similar to ActorX.

    Here is our team's formal procedure, using FBX 2012. We use Maya, but I'm sure you can translate for Max.

    For the initial skeletal mesh
    Make sure using FBX 2012

    Initial Bind Pose Rig/Mesh(es) – do this once for each character, is bringing in the bound geo and associated textures.
    Maya
    Make sure model is in default pose (all controls are 0) and no keys on anything
    Select the mesh(es) and joints to be exported
    Meshes: Body, hair, head, and eye meshes (5 total)
    Joints: select gmRoot (which is the top node of the skinned skeleton)
    In the File menu choose Export Selection (or Export All if you want to export everything in the scene regardless of selection).
    Choose the location and name for the FBX file to export the mesh(es) to and set the appropriate options in the FBX Export dialog and then click the button to create the FBX file containing the mesh(es).
    Geometry
    Smoothing Groups: ON
    Smooth Mesh: ON
    Triangulate: ON
    Rest OFF
    Animation: OFF
    But MAKE SURE “Deformed Models” is checked. When animation is set to off, you can’t change this. If for some reason it is unchecked, put Animation On, check “Deformed Models” and turn Animation off again
    Extra Options should be greyed out
    Bake Animation should be greyed out
    Embed Media: ON (needed so materials/textures export)
    Note: texture files will need to be in an accepted format (tga is the standard for our project), jpg is NOT accepted
    For exporting animations
    Animations – importing animations of skeletons, where animation ends up being baked.
    Maya
    Animate the skeleton by setting keys on the controls
    For animation, make sure there are keys on frame 0 so that the rig is in its bind (default pose) at that frame. (In other words, all controls should be keyed to 0 at frame 0, or at least for all controls that are animated)
    To test: not having keys on some joints at 0
    Select the joints to be exported
    Select gmRoot (top node of skinned skeleton rig)
    In the File menu choose Export Selection (or Export All if you want to export everything in the scene regardless of selection).
    Choose the location and name for the FBX file to export the animation to and set the appropriate options in the FBX Export dialog and then click the button to create the FBX file
    Geometry (should be none selected, so shouldn’t be relevant)
    Animation: ON
    Bake Animation: ON
    Set Start, End Frames as desired (Start should be frame 1, or whatever frame the animation officially starts at)
    Deformed Models: ALL ON
    Embed Media: OFF (should not be relevant, but can turn off just in case)
    To reduce file size, make sure to use the following (doesn’t reduce quality):
    Curve Filters: ON
    Constant Key Reducer: ON
    UDK
    If first animation, need to create associated Animation Set
    right click on SkeletalMesh in Content Browser, and select “Create new AnimSet from Mesh”, rename as desired, by our AnimSet naming conventions
    An “AnimSet” node will appear in the Content Browser
    If not already oriented this way, apply the pitch/yaw/roll in the “Mesh Tab” as below (the result should be the model faces towards the positive X axis)
    Last edited by spacekatgal; 04-29-2012 at 03:07 PM.


 

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