Results 1 to 18 of 18
  1. #1
    MSgt. Shooter Person
    Join Date
    May 2012
    Posts
    113

    Question Adding Bones To weapons

    Myself and my teammate have had several issues regarding bone placement and animation in the UDK engine. So far can can add the 3 base bones from the grip to the muzzle get it inside the engine and it fully works but we want to do which is more complex animations such as reload. But after you attach the items into one object as per the Unreal Engine requirements for skeletal meshes we are unable to move or adjust the clip for reload animations or other animations and we are curious to know what is the best way to achieve complex animations in 3dmax 2012 for UDK.

  2. #2
    Marrow Fiend
    Join Date
    Jun 2009
    Posts
    4,502

    Default

    When doing bone animations, you don't animate seperate objects. You skin the objects to the bones and animate the bone.

    For instance if you wish to animate the clip of the weapon, you need a bone for the clip. Everything that will be rigid only needs 1 bone each. You don't need one bone for the handle, one for the main part and one for the muzzle, (unless the weapon breaks apart and is to be animated as such). That's what sockets are for.
    Please don't send me private messages asking how to use UDK unless it has to do with my work, everything I can teach is already out there.

    I am not support, I am here to learn myself.

  3. #3
    MSgt. Shooter Person
    Join Date
    May 2012
    Posts
    113

    Default

    could you provide more info on the steps to skinning or any tutorials references you use for it? any help would be greatly appreciated. we know how to make the weaponfire, equip and basic animations with bones but the clip idea we just can't figure out how to get it working

  4. #4
    Marrow Fiend
    Join Date
    Jun 2009
    Posts
    4,502
    Please don't send me private messages asking how to use UDK unless it has to do with my work, everything I can teach is already out there.

    I am not support, I am here to learn myself.

  5. #5
    Marrow Fiend
    Join Date
    Jun 2009
    Posts
    4,502

    Default

    And that's what rigging and skinning does.

    How to do it is described by the many tutorials the link I gave gives.
    Please don't send me private messages asking how to use UDK unless it has to do with my work, everything I can teach is already out there.

    I am not support, I am here to learn myself.

  6. #6
    MSgt. Shooter Person
    Join Date
    May 2012
    Posts
    113

    Default

    thanks, we're taking a look at it now i believe we figured it out

  7. #7
    MSgt. Shooter Person
    Join Date
    May 2012
    Posts
    113

    Default

    ok we we were to skin the gun and now we animate the clip. the clip has its own bone but fails to move when we export it from FBX to the unreal engine the reload anim is the only type of animation that we can export and put inside the unreal engine and it fails to work! it doesn't move at all

  8. #8
    Marrow Fiend
    Join Date
    Jun 2009
    Posts
    4,502

    Default

    First of all, make sure you have un-ticked the Anim Rotate only box in the animset properties.

    Second, make sure the bone is linked to your root bone.
    Please don't send me private messages asking how to use UDK unless it has to do with my work, everything I can teach is already out there.

    I am not support, I am here to learn myself.

  9. #9
    MSgt. Shooter Person
    Join Date
    May 2012
    Posts
    113

    Default New issues UDK Weapon Import

    All Attached and Skinned placed in test posture to export as the base model.
    \


    inside UDK after export :*(

  10. #10
    Marrow Fiend
    Join Date
    Jul 2006
    Location
    UT40k
    Posts
    4,224

    Default

    that looks like the ref pose, go to the anim tab at the top the select your animset to see what it looks like.
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  11. #11
    MSgt. Shooter Person
    Join Date
    May 2012
    Posts
    113

    Default

    it does the same thing just the arms weapons tilt etc i don't know whats wrong

  12. #12
    Marrow Fiend
    Join Date
    Jun 2009
    Posts
    4,502

    Default

    Make sure the "Anim Rotation Only" box is not ticked.
    Please don't send me private messages asking how to use UDK unless it has to do with my work, everything I can teach is already out there.

    I am not support, I am here to learn myself.

  13. #13
    MSgt. Shooter Person
    Join Date
    May 2012
    Posts
    113

    Default fails to move anims arms gun

    Quote Originally Posted by Graylord View Post
    Make sure the "Anim Rotation Only" box is not ticked.
    I have tried with it ticked and not ticked the arms refuse to move i even reskined the entire gun and attached everything again >.>. but the gun will move no matter what attached the Max file a and FBX below as well
    http://www.mediafire.com/?l9o57lmild...686dome1l1frhu
    Last edited by dark583; 07-10-2012 at 05:18 PM.

  14. #14
    MSgt. Shooter Person
    Join Date
    May 2012
    Posts
    113

    Default bump any ideas

    bump?
    bump?



    Quote Originally Posted by dark583 View Post
    I have tried with it ticked and not ticked the arms refuse to move i even reskined the entire gun and attached everything again >.>. but the gun will move no matter what attached the Max file a and FBX below as well
    http://www.mediafire.com/?l9o57lmild...686dome1l1frhu
    bump?

  15. #15
    MSgt. Shooter Person
    Join Date
    Jul 2012
    Location
    Australia
    Posts
    74

    Default

    I have the arms moving (using May 2012), just imported the provided FBX:



    "Anim rotate only" is unchecked, but the arms still move just with no translation.

  16. #16
    Boomshot
    Join Date
    May 2011
    Location
    Chicago
    Posts
    2,103

    Default

    Go to the Animation Compression in the top menu and recompress the animation.

  17. #17
    Skaarj
    Join Date
    May 2010
    Location
    Stockon,CA
    Posts
    24

    Default

    The New issue any ideas? whats the easiest way to make the arms match up and follow the gun on the left hand?

  18. #18
    MSgt. Shooter Person
    Join Date
    Feb 2012
    Posts
    111

    Default

    Ideally you would have animated the skeleton to have his hands in the correct position per weapon, but you're using a stock character so what you're looking at doing is some modding and that's gonna get tricky.

    I've never modded the LIAM cathode robot, but I do use the 3ds Max rig from the UDK documentation. It should have the same hierarchy, so you can animate the arms into the new weapon position and modify the default UT anim tree to use you new animation for the new weapon type... in theory.

    Another option, I suppose you could use skeletal controllers to snap the Left hand to a socket on the gun via in-game IK.... but it will require scripting that I can't help you with. You would also have to make sure this snapping didn't interfere with other actions or that the controller script only activated when that gun was equipped.


 

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.