I started this thread to learn how to make a fully functional vehicle (with working springs and steering rack). as it has turned into almost a full walk through on how to accomplish a fully functional vehicle in UDK I have re-written this first post to help people (beginners mostly) looking for specific information on how to do certain parts find the information they need. "please keep in mind that this was my first attempt at making a skeletal mesh, using skeletal controllers and scripting".
software used:
blender 2.65/2.66: for modelling/unwrapping the UV and rigging (I started in blender 2.65 and finished in blender 2.66).
GIMP 2.8: for texturing.
unreal X editor: for scripting and recompiling
UDK-2013-02.
people involved:
SMOKEY13: that's me
GEODAV: basically tutored me through out. click the link in his signature for his video tutorials (I highly recommend taking a look).
SPOOF: technical aspects of UDK. click the link in his signature for information about using blenders fbx exporter (I didn't use it in the end but you could if you want).
for more advanced scripting of your vehicle (gearbox, drifting..ect) take a look at TEGLEG's thread http://forums.epicgames.com/threads/...r-own-vehicles
What info can be found on witch page of this thread
Page 1: what I wanted to accomplish, the different parts of the vehicle. info on tri/poly count, and some information on smoothing.
Page 2: more in depth information on smoothing. lowering the tri count. scaling in blender.
Page 3: test import of my car as a static mesh. bone positions. bone names
Page 4: UDK bone limit's. my cars bone overview. information about creating the vertex groups.
Page 5: no real use full information.
Page 6: how to fix blenders fbx exporter. general chat about blenders psk exporter.
Page 7: orientation of my car in UDK after exporting from blender using the fbx exporter. a few pics of my springs compressing.
Page 8: link to GEODAV's written tutorial on setting up the materials.
Page 9: some wheel script.
Page 10: fixing my cars leaning issue. adding the camera socket.
Page 11: fixing the wheel scripts to accommodate different sized wheels front and back. general chat.
Page 12: trying to get blenders psk exporter working.
Page 13: using blenders psk exporter "check mesh" option. fixing ride height and suspension travel (with script).
Page 14: trying to work out the skeletal controls.
Page 15: pic of my final animtree and skeletal controllers. (video of my car working in UDK).
Page 16: the basics for making the steering wheel turn with the wheels. in depth information on weighting the vertices of the springs to the suspension bones to make it function.
you can download my finished car from here http://www.mediafire.com/download.php?6k7w8dqwebw4ewx
--EDIT-- I just checked this thread and instead of it having 16 pages it seems to have only have 4 now, so pages 1-4 must be on page 1, pages 5-8 must be on page 2...ect.
////////////////////////////////////////////////////////////////below this line is my original post//////////////////////////////////////////////////////////
hi everyone, i am attempting to make my first skeletal mesh but i have no idea how to do it. i have been searching all over the internet for tutorials about adding bones to models in blender but cant find any that actually explain how to add bones and then join them to specific parts of the mesh so i figure why not just ask the experts.
so this is the model i created (it's not very good)

now what i need is a basic step by step guide of how i should go about adding a skeleton to it. i did find one crappy tutorial where the guy had a basic cube for the cars body and cylinders for wheels and he said something about seperating the mesh into different objects then parent those to different bones or something like that but it was pretty much useless (he did'nt really explain it). anyway i was hoping someone here could either just take a few minuits to write a quick step by step guide, post a link to a decent tutorial, or just tell me where i can find one.(the lack of tutorials about this is terrible).
i also want to know if i can make just 1 UV for the whole car but apply different materials to different parts in blender, so if you take a complete wheel for an example the tyre would be dull and the wheel itself shiny but both using the same UV (i only want to know so i can give it a proper texture).
any help would be aprecciated, thanks in advance
software used:
blender 2.65/2.66: for modelling/unwrapping the UV and rigging (I started in blender 2.65 and finished in blender 2.66).
GIMP 2.8: for texturing.
unreal X editor: for scripting and recompiling
UDK-2013-02.
people involved:
SMOKEY13: that's me
GEODAV: basically tutored me through out. click the link in his signature for his video tutorials (I highly recommend taking a look).
SPOOF: technical aspects of UDK. click the link in his signature for information about using blenders fbx exporter (I didn't use it in the end but you could if you want).
for more advanced scripting of your vehicle (gearbox, drifting..ect) take a look at TEGLEG's thread http://forums.epicgames.com/threads/...r-own-vehicles
What info can be found on witch page of this thread
Page 1: what I wanted to accomplish, the different parts of the vehicle. info on tri/poly count, and some information on smoothing.
Page 2: more in depth information on smoothing. lowering the tri count. scaling in blender.
Page 3: test import of my car as a static mesh. bone positions. bone names
Page 4: UDK bone limit's. my cars bone overview. information about creating the vertex groups.
Page 5: no real use full information.
Page 6: how to fix blenders fbx exporter. general chat about blenders psk exporter.
Page 7: orientation of my car in UDK after exporting from blender using the fbx exporter. a few pics of my springs compressing.
Page 8: link to GEODAV's written tutorial on setting up the materials.
Page 9: some wheel script.
Page 10: fixing my cars leaning issue. adding the camera socket.
Page 11: fixing the wheel scripts to accommodate different sized wheels front and back. general chat.
Page 12: trying to get blenders psk exporter working.
Page 13: using blenders psk exporter "check mesh" option. fixing ride height and suspension travel (with script).
Page 14: trying to work out the skeletal controls.
Page 15: pic of my final animtree and skeletal controllers. (video of my car working in UDK).
Page 16: the basics for making the steering wheel turn with the wheels. in depth information on weighting the vertices of the springs to the suspension bones to make it function.
you can download my finished car from here http://www.mediafire.com/download.php?6k7w8dqwebw4ewx
--EDIT-- I just checked this thread and instead of it having 16 pages it seems to have only have 4 now, so pages 1-4 must be on page 1, pages 5-8 must be on page 2...ect.
////////////////////////////////////////////////////////////////below this line is my original post//////////////////////////////////////////////////////////
hi everyone, i am attempting to make my first skeletal mesh but i have no idea how to do it. i have been searching all over the internet for tutorials about adding bones to models in blender but cant find any that actually explain how to add bones and then join them to specific parts of the mesh so i figure why not just ask the experts.
so this is the model i created (it's not very good)

now what i need is a basic step by step guide of how i should go about adding a skeleton to it. i did find one crappy tutorial where the guy had a basic cube for the cars body and cylinders for wheels and he said something about seperating the mesh into different objects then parent those to different bones or something like that but it was pretty much useless (he did'nt really explain it). anyway i was hoping someone here could either just take a few minuits to write a quick step by step guide, post a link to a decent tutorial, or just tell me where i can find one.(the lack of tutorials about this is terrible).
i also want to know if i can make just 1 UV for the whole car but apply different materials to different parts in blender, so if you take a complete wheel for an example the tyre would be dull and the wheel itself shiny but both using the same UV (i only want to know so i can give it a proper texture).
any help would be aprecciated, thanks in advance

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