Sorry for the long post I did a lot of experimenting while waiting for my account to be approved and came up with more questions.
I'm digging the modular design thing. I created some wall pieces for an office scene all in blender. They export fine as static meshes. I build collision skins for them in blender and those export fine as well. I build a little demo level using these pieces and some bsp geometry for the floor. I added some lights, hopped in the level and it was all great apart from some messed up normals and smoothing issues, but those are mostly worked out.
Then I tried to add a door. My "door" asset is a section of the wall with a door in it. This door is animated. It functions sorta. I fought with the export import process for a couple hours before I got one that worked, but the scale is still wrong. I'm using blender units and assuming 1 bu is 1m. In UDK I'd like 128uu to be 1m so I scale my models up by 128 in the fbx exporter. I can tolerate scaling the door up in udk. However I can't seem to get any kind of physics working with the door. I'd like the door to stop the player from walking through it and ideally gently push the player out of the way if it opens toward them.
Currently I'm using a touch trigger to play the animation via matinee and kismet. I'd like to do a UI popup and make the player press a key to activate the door, but I haven't bothered with that because I can't get the door to work right yet.
Questions:
1. Can I make a collision skin like for static meshes and just animate that? If so how? It didn't seem to work for me.
2. If that's not possible, then how can I make the door a separate static mesh and rotate it around it's pivot but still have it snap to the grid in the door frame? It seems like UDK wants to use the mesh's local origin for everything so if I slide the door to where it will rotate around it's origin then I can't snap the door into the door frame and vice versa.
3. What's the sane normal way to do this?
~Tom
I'm digging the modular design thing. I created some wall pieces for an office scene all in blender. They export fine as static meshes. I build collision skins for them in blender and those export fine as well. I build a little demo level using these pieces and some bsp geometry for the floor. I added some lights, hopped in the level and it was all great apart from some messed up normals and smoothing issues, but those are mostly worked out.
Then I tried to add a door. My "door" asset is a section of the wall with a door in it. This door is animated. It functions sorta. I fought with the export import process for a couple hours before I got one that worked, but the scale is still wrong. I'm using blender units and assuming 1 bu is 1m. In UDK I'd like 128uu to be 1m so I scale my models up by 128 in the fbx exporter. I can tolerate scaling the door up in udk. However I can't seem to get any kind of physics working with the door. I'd like the door to stop the player from walking through it and ideally gently push the player out of the way if it opens toward them.
Currently I'm using a touch trigger to play the animation via matinee and kismet. I'd like to do a UI popup and make the player press a key to activate the door, but I haven't bothered with that because I can't get the door to work right yet.
Questions:
1. Can I make a collision skin like for static meshes and just animate that? If so how? It didn't seem to work for me.
2. If that's not possible, then how can I make the door a separate static mesh and rotate it around it's pivot but still have it snap to the grid in the door frame? It seems like UDK wants to use the mesh's local origin for everything so if I slide the door to where it will rotate around it's origin then I can't snap the door into the door frame and vice versa.
3. What's the sane normal way to do this?
~Tom
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