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View Full Version : Do these 2 pieces of docs exist? (API, Animation)



Xerces
12-24-2009, 02:48 PM
Does anyone know if there is any API documentation like Java has? UDK has a number of built in classes like GameInfo, Actor, Pawn, etc. These classes have functions and vars associated with them. I'm looking for something like Java's docs where I can see a list of all the built in classes and click on one to see the methods and vars it has.

2nd, is there any documentation on how to use Unreal Scripting to create custom animations? Pawns, Actors, and several other classes appear to have a mesh var in them. I'd like to be able to loop through the bones of that mesh and do my own rotations on them.

Denny
12-24-2009, 02:59 PM
You can set up the animtree with skeletal controllers and set their strength in script.

http://udn.epicgames.com/Three/UsingSkeletalControllers.html

It's not listed on that page but you can make a skeletal controller that sets the rotation/translation of a specific joint. I suppose this could get tedious though if you want to control every single joint in the hierarchy.

What are the effects you want to achieve on the skeletal mesh?

Xerces
12-24-2009, 11:22 PM
I saw that but wasn't sure how to get to the editor that let me do skeletal controllers. I wanted to do all my animations in script. Running, jumping, swing a weapon, grabbing a ledge, etc. I thought it would be easier to mix animations together if I did them in scripts.

Wormbo
12-25-2009, 06:04 AM
Load the UDK source code into the latest dev release of UnCodeX (http://wiki.beyondunreal.com/Legacy:UnCodeX) and let it generate the JavaDoc-style API pages for you.
Alternatively there's also a wikified version of the API description (http://wiki.beyondunreal.com/Category:UDK-specific_classes) on Unreal wiki. (Unreal Wiki is a community project. Feel free to add missing descriptions as you come across them.)

Personally I prefer browsing source code directly in UnCodeX, though. Most classes are poorly documented and the only way to figure things out is to look at the implementation.