*Help* import character from 3d max to UDK.
I have trouble getting my animation to work.
I think the problem starts in the extract or import character from 3d max to UDK.
Physics assets shood probably fall apart when I press the <S> in the movie under?
Have included a video of what I do.
First thing to fix is to orient your droplet character and skeleton in max to face down the +X axis and not try to correct it using the Yaw values in UDK. You'll need to re-export the mesh and the animations of course.
The physics asset won't make a difference to your animation playing correctly, but you don't show the steps where you create an AnimSet from the skeletal mesh and import the .psa file you made - so it's hard to say exactly what's going wrong there. (If you haven't made an AnimSet for your psa, then of course this is the problem.) If you want parts of your character to fall apart / ragdoll (if I understand your question correctly) then you need to have at least two or more collision primitives in your phys asset. You have only one large box around the entire character. The reason that happened is at 3:05 where you use the default value of 1.00 for minimum bone size ... Either adjust that number down until you get other primitives showing, or use the "Add New Body" tool (looks like the letter I with a red arrow) to add your own. Try to stick to spheres and sphyls for a character like this - as boxes are more expensive when calculating collisions.