Nothing so far worked, but I noticed something interesting just now, if I include one animation together with the mesh when I export from 3ds max, when I import the mesh I get a default animset with this animation, and there the gun and the mag and everything moves, though for some reason the gun is rotated 90 degrees away from the hands... After that I'm even more confused
So I reverted to the older 3DS Max 2011 so that I can get ActorX to work, and it seems like the problem is in the model not the animations. When I export the .psk file I get an Unmatched Node ID warning and when I try to import it in UDK I get a BUILT WITH UDK has stopped working.
So, the mesh has a skin modifier with envelope controlled by the skeleton bones, or something like that (not sure exactly how that works) and the bones that the parts of the guns are attached to have no parrents, but the bones of the hands are parrented in a tree. As a newbie in all this, I have no idea where and what the problem is and what to do, help please
Doesn't seem like I'll be able to get this to work. It's weird since it works just fine in 3DS Max. I even exported it to Counter-Strike and works perfectly there as well. But when I get it in UDK it breaks... I'll be giving up on that and adding it without animation because my deadline draws way too close
I think I found the villain, but I don't know how to fix it. I hope one of you knows. So, the ''tracks'' in udk, which have the names of the bones when I look at AnimSet -> Delete Tracks, have shown me something. When I make a new AnimSet and import my anims, the tracks for the gun are missing from the list, only the tracks for the hands are there. There is also a default AnimSet automatically generated when I imported the model, it has all the tracks, but when I import the animations it asks whether I want to skip patching missing tracks or something like that.
I added the gun without animations and started coding it, I have it somewhat working, but it just feels weird having such pretty gun standing frozen on the screen with no animations, so if anyone knows the problem, please help
But it's not a separate mesh, the gun and the hands are all a single object in 3ds max, skinned to a single skeleton, so it seems like for some reason I can't use these animations and skeleton for UDK, but they are fine for other games. Doesn't anyone here have an idea on why is it doing this? I'd really like to avoid having to make my own skeleton and animations, since these are very good.
ok think i mentioned this before but when you play the anim in the udk editor switch on the view bones and see if the bone move in the anim. it may be the case that when you do the anim in max the exporter is not see-ing any keyframes for those bones, like i said have a look at my videos you may see what your missing