@Chip98
I don't know why your skeleton freaks out like that. The kit does not modify any bones by code and the AnimTree does not have any modifiers either. Maybe you need to remove the scale for the mesh in AdvKitPawn's defaultproperites, but I don't think that is the problem.
@Doctor14
Sorry I haven't used physics that way, so I cannot guess what could be wrong. A hint might be found a few posts up, where McTune posted code for ragdoll physics.
greetings
FTC
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Doctor14 repliedHello.
I have a small problem with that kit. I would like to apply physics to some bones. Previously, using UTPawn, I just paste my own Physics asset, where i checked Always Full Anim Weight, and it's work. Done the same in AdvKitPawn and it did'nt work! Please help to solve it!
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Chip98 repliedI'm getting this problem with my skeletal mesh when I import it:
I set my 3Ds Max up with unreal units and made her near enough the same size as the default pawn. Anyone ever had this?
The problem isn't that shes in a T - Pose, I still have to apply animations to her, its just that her head is stretched away up. xD
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FTC repliedHi,
@ TKBS
Sorry for the scale part, but this was the only feasable way for me to export the animations correctly from blender. I think it would be much easier to just redo the animations for the UT character rather than try some crazy retargeting. The original animations are not really anything special anyway, just keep in mind that some animations use root motion.
@ All
For those that haven't seen it yet, I have begun converting and rewriting the kit for UE4:
https://forums.unrealengine.com/show...-Adventure-Kit
This time I will put more focus on weapons and attacks, so they should be supported out of the box. However, I will not release a patch for UDK. The new kit will have a very different architecture and UDK cannot support it (e.g. it is going to be more customizable thanks to Blueprints).
greetings
FTC
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TKBS repliedit will be a very long process to do this all with kismet...
- There are 73 Bones on the "ADVKit_Pawn"
- If these bones can be added to the UT3_Male char maybe the animation will work.
- but i guess the animation was done on the small guy so the animations will need to be done aswel.
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McTune replied@ TKBS
Here is that snippet I mentioned in our PM. this should tell the level to reload when player dies and will restart kismet with it.
you may need to be playing in console mode tho....
anyway
Code:Begin Object Class=SeqEvent_Death Name=SeqEvent_Death_1 MaxTriggerCount=0 MaxWidth=96 OutputLinks(0)=(Links=((LinkedOp=SeqAct_ConsoleCommand'SeqAct_ConsoleCommand_0'),(LinkedOp=SeqAct_PlaySound'SeqAct_PlaySound_0')),DrawY=362,OverrideDelta=11) VariableLinks(0)=(DrawX=392,OverrideDelta=16) ObjInstanceVersion=1 ParentSequence=Sequence'Main_Sequence' ObjPosX=344 ObjPosY=296 DrawWidth=68 DrawHeight=128 Name="SeqEvent_Death_1" ObjectArchetype=SeqEvent_Death'Engine.Default__SeqEvent_Death' End Object Begin Object Class=SeqVar_Player Name=SeqVar_Player_1 bAllPlayers=False ObjInstanceVersion=1 ParentSequence=Sequence'Main_Sequence' ObjPosX=352 ObjPosY=512 DrawWidth=32 DrawHeight=32 Name="SeqVar_Player_1" ObjectArchetype=SeqVar_Player'Engine.Default__SeqVar_Player' End Object Begin Object Class=SeqAct_AttachToEvent Name=SeqAct_AttachToEvent_0 InputLinks(0)=(DrawY=219,OverrideDelta=11) OutputLinks(0)=(DrawY=219,OverrideDelta=11) VariableLinks(0)=(LinkedVariables=(SeqVar_Player'SeqVar_Player_1'),DrawX=268,OverrideDelta=16) EventLinks(0)=(LinkedEvents=(SeqEvent_Death'SeqEvent_Death_1'),DrawX=334,OverrideDelta=93) ObjInstanceVersion=1 ParentSequence=Sequence'Main_Sequence' ObjPosX=222 ObjPosY=185 DrawWidth=147 DrawHeight=61 Name="SeqAct_AttachToEvent_0" ObjectArchetype=SeqAct_AttachToEvent'Engine.Default__SeqAct_AttachToEvent' End Object Begin Object Class=SeqAct_ConsoleCommand Name=SeqAct_ConsoleCommand_0 Commands(0)="RestartLevel" InputLinks(0)=(DrawY=394,OverrideDelta=11) OutputLinks(0)=(DrawY=394,OverrideDelta=11) VariableLinks(0)=(LinkedVariables=(SeqVar_Player'SeqVar_Player_1'),DrawX=920,OverrideDelta=42) ObjInstanceVersion=2 ParentSequence=Sequence'Main_Sequence' ObjPosX=856 ObjPosY=360 DrawWidth=129 DrawHeight=61 Name="SeqAct_ConsoleCommand_0" ObjectArchetype=SeqAct_ConsoleCommand'Engine.Default__SeqAct_ConsoleCommand' End Object Begin Object Class=SeqAct_PlaySound Name=SeqAct_PlaySound_0 PlaySound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FleshCue' InputLinks(0)=(DrawY=256,OverrideDelta=25) InputLinks(1)=(DrawY=300,OverrideDelta=69) OutputLinks(0)=(DrawY=245,OverrideDelta=14) OutputLinks(1)=(DrawY=267,OverrideDelta=36) OutputLinks(2)=(DrawY=289,OverrideDelta=58) OutputLinks(3)=(DrawY=311,OverrideDelta=80) VariableLinks(0)=(LinkedVariables=(SeqVar_Player'SeqVar_Player_1'),DrawX=639,OverrideDelta=33) ObjInstanceVersion=2 ParentSequence=Sequence'Main_Sequence' ObjPosX=584 ObjPosY=208 DrawWidth=111 DrawHeight=133 Name="SeqAct_PlaySound_0" ObjectArchetype=SeqAct_PlaySound'Engine.Default__SeqAct_PlaySound' End Object Begin Object Class=SeqEvent_PlayerSpawned Name=SeqEvent_PlayerSpawned_0 MaxWidth=156 OutputLinks(0)=(Links=((LinkedOp=SeqAct_AttachToEvent'SeqAct_AttachToEvent_0')),DrawY=242,OverrideDelta=11) VariableLinks(0)=(DrawX=24,OverrideDelta=16) VariableLinks(1)=(DrawX=94,OverrideDelta=96) ObjInstanceVersion=1 ParentSequence=Sequence'Main_Sequence' ObjPosX=-24 ObjPosY=176 DrawWidth=98 DrawHeight=144 Name="SeqEvent_PlayerSpawned_0" ObjectArchetype=SeqEvent_PlayerSpawned'Engine.Default__SeqEvent_PlayerSpawned' End Object
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McTune repliedwow awesome dude
you know I so rarely use kismet myself. I prefur to code stuff, so because I inexperienced I not sure what to do with one of these variables.
check it two variables didn't transfer over one is player variable. no biggie rebuilt that but the other is a mystery variable to the Attachment of the 'Attach to actor' node. it just has ??? on it, not sure what it needs there. also the second post weapon pickup I think. it broken no work I paste but nothing pastes
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TKBS repliedAdventureKit - Weapon Fire:
Kismet: [CopyPaste Into Kismet]
Code:Begin Object Class=SequenceFrameWrapped Name=SequenceFrameWrapped_0 SizeX=1195 SizeY=675 ObjInstanceVersion=1 ParentSequence=Sequence'Main_Sequence' ObjPosX=200 ObjPosY=-632 ObjComment="Weapon Pick up And Fire" Name="SequenceFrameWrapped_0" ObjectArchetype=SequenceFrameWrapped'Engine.Default__SequenceFrameWrapped' End Object Begin Object Class=SeqEvent_Touch Name=SeqEvent_Touch_0 Originator=UTWeaponPickupFactory'UTWeaponPickupFactory_0' MaxWidth=236 OutputLinks(0)=(Links=((LinkedOp=SeqAct_GetLocationAndRotation'SeqAct_GetLocationAndRotation_3')),DrawY=-235,OverrideDelta=14) OutputLinks(1)=(DrawY=-214,OverrideDelta=35) OutputLinks(2)=(DrawY=-193,OverrideDelta=56) VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_1'),DrawX=422,OverrideDelta=86) ObjInstanceVersion=2 ParentSequence=Sequence'Main_Sequence' ObjPosX=304 ObjPosY=-304 ObjName="UTWeaponPickupFactory_0 Touch" DrawWidth=163 DrawHeight=176 Name="SeqEvent_Touch_0" ObjectArchetype=SeqEvent_Touch'Engine.Default__SeqEvent_Touch' End Object Begin Object Class=SeqVar_Object Name=SeqVar_Object_1 VarName="Player" ObjInstanceVersion=1 ParentSequence=Sequence'Main_Sequence' ObjPosX=424 ObjPosY=-64 ObjComment="Player Var" DrawWidth=32 DrawHeight=32 Name="SeqVar_Object_1" ObjectArchetype=SeqVar_Object'Engine.Default__SeqVar_Object' End Object Begin Object Class=SeqAct_GetLocationAndRotation Name=SeqAct_GetLocationAndRotation_3 SocketOrBoneName="palm_01_R" InputLinks(0)=(DrawY=-126,OverrideDelta=11) OutputLinks(0)=(Links=((LinkedOp=SeqAct_AttachToActor'SeqAct_AttachToActor_1')),DrawY=-126,OverrideDelta=11) VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_1'),DrawX=654,OverrideDelta=16) VariableLinks(1)=(LinkedVariables=(SeqVar_Vector'SeqVar_Vector_11'),DrawX=720,OverrideDelta=76) VariableLinks(2)=(LinkedVariables=(SeqVar_Vector'SeqVar_Vector_12'),DrawX=791,OverrideDelta=148) VariableLinks(3)=(LinkedVariables=(SeqVar_Vector'SeqVar_Vector_13'),DrawX=862,OverrideDelta=219) ObjInstanceVersion=3 ParentSequence=Sequence'Main_Sequence' ObjPosX=616 ObjPosY=-160 DrawWidth=290 DrawHeight=77 Name="SeqAct_GetLocationAndRotation_3" ObjectArchetype=SeqAct_GetLocationAndRotation'Engine.Default__SeqAct_GetLocationAndRotation' End Object Begin Object Class=SeqVar_Vector Name=SeqVar_Vector_11 ObjInstanceVersion=1 ParentSequence=Sequence'Main_Sequence' ObjPosX=664 ObjPosY=-40 DrawWidth=32 DrawHeight=32 Name="SeqVar_Vector_11" ObjectArchetype=SeqVar_Vector'Engine.Default__SeqVar_Vector' End Object Begin Object Class=SeqVar_Vector Name=SeqVar_Vector_12 ObjInstanceVersion=1 ParentSequence=Sequence'Main_Sequence' ObjPosX=760 ObjPosY=-48 DrawWidth=32 DrawHeight=32 Name="SeqVar_Vector_12" ObjectArchetype=SeqVar_Vector'Engine.Default__SeqVar_Vector' End Object Begin Object Class=SeqVar_Vector Name=SeqVar_Vector_13 ObjInstanceVersion=1 ParentSequence=Sequence'Main_Sequence' ObjPosX=864 ObjPosY=-48 DrawWidth=32 DrawHeight=32 Name="SeqVar_Vector_13" ObjectArchetype=SeqVar_Vector'Engine.Default__SeqVar_Vector' End Object Begin Object Class=SeqAct_AttachToActor Name=SeqAct_AttachToActor_1 bUseRelativeOffset=True bUseRelativeRotation=True BoneName="finger_middle_03_R" RelativeRotation=(Pitch=16384,Yaw=0,Roll=16384) InputLinks(0)=(DrawY=-150,OverrideDelta=11) OutputLinks(0)=(DrawY=-150,OverrideDelta=11) VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_1'),DrawX=1006,OverrideDelta=16) VariableLinks(1)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_10'),DrawX=1083,OverrideDelta=76) ObjInstanceVersion=2 ParentSequence=Sequence'Main_Sequence' ObjPosX=968 ObjPosY=-184 DrawWidth=170 DrawHeight=61 Name="SeqAct_AttachToActor_1" ObjectArchetype=SeqAct_AttachToActor'Engine.Default__SeqAct_AttachToActor' End Object Begin Object Class=SeqAct_ProjectileFactory Name=SeqAct_ProjectileFactory_2 Begin Object Class=ActorFactoryArchetype Name=ActorFactoryArchetype_1 ArchetypeActor=MobileProjectile'KismetGame_Assets.Projectile.Blaster_01' Name="ActorFactoryArchetype_1" ObjectArchetype=ActorFactoryArchetype'Engine.Default__ActorFactoryArchetype' End Object PSTemplate=ParticleSystem'KismetGame_Assets.Projectile.P_BlasterMuzzle_02' SocketName="Muzzle" Factory=ActorFactoryArchetype'ActorFactoryArchetype_1' SpawnPoints(0)=None SpawnLocations(0)=(X=100.000000,Y=0.000000,Z=0.000000) SpawnOrientations(0)=(X=100.000000,Y=0.000000,Z=0.000000) SpawnCount=500 SpawnDelay=0.500000 InputLinks(0)=(DrawY=-467,OverrideDelta=14) InputLinks(1)=(DrawY=-445,OverrideDelta=36) InputLinks(2)=(DrawY=-423,OverrideDelta=58) InputLinks(3)=(DrawY=-401,OverrideDelta=80) OutputLinks(0)=(DrawY=-456,OverrideDelta=25) OutputLinks(1)=(DrawY=-412,OverrideDelta=69) VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_10'),DrawX=998,OverrideDelta=16) VariableLinks(1)=(DrawX=1066,OverrideDelta=76) VariableLinks(2)=(LinkedVariables=(SeqVar_Int'SeqVar_Int_0'),DrawX=1134,OverrideDelta=152) VariableLinks(3)=(LinkedVariables=(SeqVar_Vector'SeqVar_Vector_3'),DrawX=1202,OverrideDelta=212) VariableLinks(4)=(LinkedVariables=(SeqVar_Vector'SeqVar_Vector_3'),DrawX=1280,OverrideDelta=289) ObjInstanceVersion=1 ParentSequence=Sequence'Main_Sequence' ObjPosX=960 ObjPosY=-504 ObjComment="Fire A Proj" DrawWidth=368 DrawHeight=149 Name="SeqAct_ProjectileFactory_2" ObjectArchetype=SeqAct_ProjectileFactory'Engine.Default__SeqAct_ProjectileFactory' End Object Begin Object Class=SeqVar_Vector Name=SeqVar_Vector_3 VectValue=(X=256.000000,Y=0.000000,Z=0.000000) ObjInstanceVersion=1 ParentSequence=Sequence'Main_Sequence' ObjPosX=1208 ObjPosY=-288 DrawWidth=32 DrawHeight=32 Name="SeqVar_Vector_3" ObjectArchetype=SeqVar_Vector'Engine.Default__SeqVar_Vector' End Object Begin Object Class=SeqVar_Object Name=SeqVar_Object_10 ObjValue=SkeletalMeshActor'SkeletalMeshActor_3' ObjInstanceVersion=1 ParentSequence=Sequence'Main_Sequence' ObjPosX=1080 ObjPosY=-80 DrawWidth=32 DrawHeight=32 Name="SeqVar_Object_10" ObjectArchetype=SeqVar_Object'Engine.Default__SeqVar_Object' End Object Begin Object Class=SeqVar_Int Name=SeqVar_Int_0 IntValue=1 ObjInstanceVersion=1 ParentSequence=Sequence'Main_Sequence' ObjPosX=1120 ObjPosY=-288 DrawWidth=32 DrawHeight=32 Name="SeqVar_Int_0" ObjectArchetype=SeqVar_Int'Engine.Default__SeqVar_Int' End Object Begin Object Class=SeqAct_ToggleInput Name=SeqAct_ToggleInput_0 bToggleMovement=False bToggleTurning=False InputLinks(0)=(DrawY=-443,OverrideDelta=14) InputLinks(1)=(DrawY=-422,OverrideDelta=35) InputLinks(2)=(DrawY=-401,OverrideDelta=56) OutputLinks(0)=(Links=((LinkedOp=SeqAct_ProjectileFactory'SeqAct_ProjectileFactory_2')),DrawY=-422,OverrideDelta=35) VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_1'),DrawX=750,OverrideDelta=16) EventLinks(0)=(DrawX=807,OverrideDelta=76) ObjInstanceVersion=1 ParentSequence=Sequence'Main_Sequence' ObjPosX=712 ObjPosY=-480 ObjComment="Toggle Weapon Fire" DrawWidth=130 DrawHeight=109 Name="SeqAct_ToggleInput_0" ObjectArchetype=SeqAct_ToggleInput'Engine.Default__SeqAct_ToggleInput' End Object Begin Object Class=SeqEvent_Input Name=SeqEvent_Input_0 InputNames(0)="E" MaxWidth=153 OutputLinks(0)=(Links=((LinkedOp=SeqAct_ToggleInput'SeqAct_ToggleInput_0')),DrawY=-483,OverrideDelta=14) OutputLinks(1)=(DrawY=-462,OverrideDelta=35) OutputLinks(2)=(DrawY=-441,OverrideDelta=56) VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_1'),DrawX=416,OverrideDelta=16) VariableLinks(1)=(DrawX=484,OverrideDelta=96) ObjInstanceVersion=1 ParentSequence=Sequence'Main_Sequence' ObjPosX=368 ObjPosY=-552 DrawWidth=115 DrawHeight=192 Name="SeqEvent_Input_0" ObjectArchetype=SeqEvent_Input'Engine.Default__SeqEvent_Input' End Object
//BREAK
Weapon/Pickup Item: [Copy/Paste Into Map]
Code:Begin Map Begin Level Begin Actor Class=UTWeaponPickupFactory Name=UTWeaponPickupFactory_0 Archetype=UTWeaponPickupFactory'utgame.Default__UTWeaponPickupFactory' Begin Object Class=DynamicLightEnvironmentComponent Name=PickupLightEnvironment ObjName=DynamicLightEnvironmentComponent_19 Archetype=DynamicLightEnvironmentComponent'utgame.Default__UTWeaponPickupFactory:PickupLightEnvironment' bCastShadows=False bDynamic=False Name="DynamicLightEnvironmentComponent_19" ObjectArchetype=DynamicLightEnvironmentComponent'utgame.Default__UTWeaponPickupFactory:PickupLightEnvironment' End Object Begin Object Class=ParticleSystemComponent Name=GlowEffect ObjName=ParticleSystemComponent_0 Archetype=ParticleSystemComponent'utgame.Default__UTWeaponPickupFactory:GlowEffect' Template=ParticleSystem'Pickups.WeaponBase.Effects.P_Pickups_WeaponBase_Glow' OldPosition=(X=230.000000,Y=-1518.000000,Z=0.000015) ReplacementPrimitive=None LightingChannels=(bInitialized=True,Dynamic=True) Translation=(X=0.000000,Y=0.000000,Z=-44.000000) Name="ParticleSystemComponent_0" ObjectArchetype=ParticleSystemComponent'utgame.Default__UTWeaponPickupFactory:GlowEffect' End Object Begin Object Class=StaticMeshComponent Name=StaticMeshComponent_2 ObjName=StaticMeshComponent_2 Begin Object Class=MaterialInstanceConstant Name=MaterialInstanceConstant_7 Parent=Material'Pickups.WeaponBase.Materials.M_Pickups_WeaponBase_Glow' Name="MaterialInstanceConstant_7" ObjectArchetype=MaterialInstanceConstant'Engine.Default__MaterialInstanceConstant' End Object StaticMesh=StaticMesh'Pickups.Health_Large.Mesh.S_Pickups_Base_HealthGlow01' Materials(0)=MaterialInstanceConstant'MaterialInstanceConstant_7' ReplacementPrimitive=None bAcceptsStaticDecals=False bAcceptsDynamicDecals=False CastShadow=False bAcceptsLights=False CollideActors=False BlockActors=False BlockZeroExtent=False BlockNonZeroExtent=False BlockRigidBody=False Name="StaticMeshComponent_2" ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' End Object Begin Object Class=StaticMeshComponent Name=BaseMeshComp ObjName=StaticMeshComponent_1 Archetype=StaticMeshComponent'utgame.Default__UTWeaponPickupFactory:BaseMeshComp' StaticMesh=StaticMesh'Pickups.WeaponBase.S_Pickups_WeaponBase' ReplacementPrimitive=None LightEnvironment=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_19' MaxDrawDistance=7000.000000 CachedMaxDrawDistance=7000.000000 CastShadow=False bForceDirectLightMap=True bCastDynamicShadow=False CollideActors=False LightingChannels=(bInitialized=True,Dynamic=True) Translation=(X=0.000000,Y=0.000000,Z=-44.000000) Name="StaticMeshComponent_1" ObjectArchetype=StaticMeshComponent'utgame.Default__UTWeaponPickupFactory:BaseMeshComp' End Object Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CylinderComponent_0 Archetype=CylinderComponent'utgame.Default__UTWeaponPickupFactory:CollisionCylinder' CollisionHeight=44.000000 CollisionRadius=40.000000 ReplacementPrimitive=None CollideActors=True BlockZeroExtent=False LightingChannels=(bInitialized=True,Dynamic=True) Name="CylinderComponent_0" ObjectArchetype=CylinderComponent'utgame.Default__UTWeaponPickupFactory:CollisionCylinder' End Object Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderingComponent_2 Archetype=PathRenderingComponent'utgame.Default__UTWeaponPickupFactory:PathRenderer' ReplacementPrimitive=None LightingChannels=(bInitialized=True,Dynamic=True) Name="PathRenderingComponent_2" ObjectArchetype=PathRenderingComponent'utgame.Default__UTWeaponPickupFactory:PathRenderer' End Object WeaponPickupClass=Class'utgamecontent.UTWeap_RocketLauncher_Content' BaseGlow=ParticleSystemComponent'ParticleSystemComponent_0' LightEnvironment=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_19' PathList(0)=ReachSpec'ReachSpec_7' visitedWeight=10000000 CylinderComponent=CylinderComponent'CylinderComponent_0' MaxPathSize=(Radius=260.000000,Height=100.000000) NavGuid=(A=1295402980,B=1305531291,C=920631979,D=-1476433972) NetworkID=0 Components(0)=CylinderComponent'CylinderComponent_0' Components(1)=PathRenderingComponent'PathRenderingComponent_2' Components(2)=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_19' Components(3)=StaticMeshComponent'StaticMeshComponent_1' Components(4)=ParticleSystemComponent'ParticleSystemComponent_0' Location=(X=230.000000,Y=-1518.000000,Z=44.000015) Base=WorldInfo'WorldInfo_0' Tag="UTWeaponPickupFactory" CollisionComponent=CylinderComponent'CylinderComponent_0' Name="UTWeaponPickupFactory_0" ObjectArchetype=UTWeaponPickupFactory'utgame.Default__UTWeaponPickupFactory' End Actor Begin Actor Class=SkeletalMeshActor Name=SkeletalMeshActor_3 Archetype=SkeletalMeshActor'Engine.Default__SkeletalMeshActor' Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=DynamicLightEnvironmentComponent_18 Archetype=DynamicLightEnvironmentComponent'Engine.Default__SkeletalMeshActor:MyLightEnvironment' Name="DynamicLightEnvironmentComponent_18" ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__SkeletalMeshActor:MyLightEnvironment' End Object Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent0 ObjName=SkeletalMeshComponent_5 Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshActor:SkeletalMeshComponent0' Begin Object Class=AnimNodeSequence Name=AnimNodeSequence_3 Archetype=AnimNodeSequence'Engine.Default__SkeletalMeshActor:AnimNodeSeq0' Name="AnimNodeSequence_3" ObjectArchetype=AnimNodeSequence'Engine.Default__SkeletalMeshActor:AnimNodeSeq0' End Object SkeletalMesh=SkeletalMesh'KismetGame_Assets.Anims.SK_JazzGun' Animations=AnimNodeSequence'AnimNodeSequence_3' bUpdateSkelWhenNotRendered=False ReplacementPrimitive=None LightEnvironment=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_18' RBChannel=RBCC_GameplayPhysics CollideActors=True BlockZeroExtent=True LightingChannels=(bInitialized=True,Dynamic=True) RBCollideWithChannels=(Default=True,GameplayPhysics=True,EffectPhysics=True,BlockingVolume=True) Name="SkeletalMeshComponent_5" ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshActor:SkeletalMeshComponent0' End Object Begin Object Class=AudioComponent Name=FaceAudioComponent ObjName=AudioComponent_0 Archetype=AudioComponent'Engine.Default__SkeletalMeshActor:FaceAudioComponent' Name="AudioComponent_0" ObjectArchetype=AudioComponent'Engine.Default__SkeletalMeshActor:FaceAudioComponent' End Object SkeletalMeshComponent=SkeletalMeshComponent'SkeletalMeshComponent_5' LightEnvironment=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_18' FacialAudioComp=AudioComponent'AudioComponent_0' Components(0)=DynamicLightEnvironmentComponent'DynamicLightEnvironmentComponent_18' Components(1)=SkeletalMeshComponent'SkeletalMeshComponent_5' Components(2)=AudioComponent'AudioComponent_0' Location=(X=221.145325,Y=-1521.609131,Z=41.428665) Rotation=(Pitch=188,Yaw=-84,Roll=-36) Tag="SkeletalMeshActor" RelativeLocation=(X=-0.007202,Y=-0.008392,Z=0.007549) RelativeRotation=(Pitch=-5,Yaw=-1,Roll=-16384) CollisionComponent=SkeletalMeshComponent'SkeletalMeshComponent_5' Name="SkeletalMeshActor_3" ObjectArchetype=SkeletalMeshActor'Engine.Default__SkeletalMeshActor' End Actor End Level Begin Surface End Surface End Map
Press E to fire; it works.
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TKBS repliedIm going to recode what i have tonight and upload it to you once its done.- maybe start a new threa.
[i need to remove some stuff and add the relevant references]
* i have done a few weapons, bones animation etc. I assume they are the same process for characters, i just forget the process
- i will have to check my weapons and try to remember what i did years ago lol- its shame the UT3 char is arms down and the ADVKit char is arms out side...
- The ADVPawn:
- needs scale and position corrected
- then try to add extra bones with the same name as teh Unreal ones, then i think we need to do animsets...
Kismet For Firing works easy
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McTune repliednow that I think about it. could we or you use an exsisting bone for socket, palm maybe?
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McTune repliedwow you got weapons going with it impressive. I would love to help out! I not too experienced with skeletal meshes yet, I have done a few tornadoes and simple characters like mice, birds, bats and fish. I do have a couple woman meshes rigged with a custom skeleton and ready to go, using the mixamo autorigger website thing, just no animations .... yet
If you just need a new bone and socket put in the AdvKit rig I could do that.
but re-rigging the advkit skeleton to a utmesh, I couldn't do that
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TKBS replied- So Bump... anyone here know the best action to take?
* Is it possible/ a good idea to try to Use UModel to export the skeleton mesh
- Re-scale it, skin it
- then also skin it with the default Unreal Character?
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TKBS repliedRequest:
Does anybody have a fixed version of the Default "ADVPawn"?
* Correct Rig, Position, Scale
- Or new sockets? etc
Issue:
- Something is up with the Pawn [As previosuly stated & mentioned in the src code]
* Projectiles fire from a strange position// Namely, the Shock Rifle Primary Fire
- i was just hoping someone has already done this...
[& i am not the best person to be doing this anyway]
AdventureKit SaveGame with Weapons [See Spoiler]
AdventureKit+1
* I have a "SaveGame & ShootAdventureKit" but i need 2 things fixed to release it:
[1] The pawn firing projectiles from the wrong position
[As aforementioned]
a) Rig the unreal Pawn with extra bones from the ADVpawn Skeleton
b) Rig the ADVPawn with the Unreal Pawn Skeleton
c) start a new pawn with Unreal structure ADVPawn animations
[2] The "ADVKit Level Trigger" Conflicts with the code and subsequently does not work.
- Problem with E_Interaction State
- i am unable to fix these, im not experienced enough in skeleton mesh
- Any help is appreciated, Many Thanks
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Chip98 repliedThank you and thats a good idea. Its not nice being stuck as a newbie, I'll try to make some sort of easy to understand, quick tutorial after I figure it out.
Thanks guys!
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