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Trying to make a short machinima cutscene. Need tips and advice?

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    Trying to make a short machinima cutscene. Need tips and advice?

    Hi,

    I'm trying to make a short jet dogfight machinima scene which involves 2 Jet Fighters in it. I have no experience in modelling, and I'd like to focus more on learning and mastering the UDK editor before I get to Modelling. I am new to this, and I need an expert's advice and tips. I have a few questions:

    1. What are the best the best tools in UDK which I can use to make machinimas?

    2. How can I add realistic white trails (or contrails) that a jet leaves behind as they fly?

    3. For the Desert terrain, should I use the landscape editor or the terrain editor?


    I am not a native English speaker. Apologies for bad English

    Thank you

    #2
    1. matinee -> recording, camera movement
    3. landscape tool -> it's the newer version of the terrain editor

    Comment


      #3
      Originally posted by fighter5347 View Post
      1. matinee -> recording, camera movement
      3. landscape tool -> it's the newer version of the terrain editor
      Thanks. And what about the aircraft trails?

      Comment


        #4
        2. Check the UTPawn skeletal mesh it has 2 sockets:
        Boots
        Code:
        b_LeftAnkle             L_JB
        b_RightAnkle            R_JB
        Trails (particle system/cascade) are added to these sockets when using the JumpBoots. You can use a similar solution.
        Without looking at the code i cannot remember where the Boot trail effects maybe the player controller or somewhere else, probably not in the jumpboot code or pawn though.
        ^^ this can also bne done in Kismet using "Attach to actor" and you can specify the Socket too

        Comment


          #5
          Originally posted by TKBS View Post
          2. Check the UTPawn skeletal mesh it has 2 sockets:
          Boots
          Code:
          b_LeftAnkle             L_JB
          b_RightAnkle            R_JB
          Trails (particle system/cascade) are added to these sockets when using the JumpBoots. You can use a similar solution.
          Without looking at the code i cannot remember where the Boot trail effects maybe the player controller or somewhere else, probably not in the jumpboot code or pawn though.
          ^^ this can also bne done in Kismet using "Attach to actor" and you can specify the Socket too
          Does this also work with SkeletalMeshes?

          Comment

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