Slowly making headway with the Tiger. It's in-game now and drivable (badly!). Main issues I've got at the moment are that the turret isn't turning and, once spawned, the whole tank seems to be leaning as though some invisible block is holding up the right side a little which really screws up the handling. I'm assuming it must either be the physics asset playing up or it's something in the code.
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Hey GeoDav, I was wondering if you could help me. I've followed a few of your tutorials on custom weapons.
However, when characters hold my weapon, they hold it by the root bone, and not the one I've set as the hand. I tried swapping the socket names but they're still quite attached. No pun intended.
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I want to do a rig that can use “K_AnimHuman_BaseMale” animationSet in the UDK.
I am trying to do this when I am creating a same kind of joint structure, Orientation & naming structures same as UT3 character. I am using maya and max. But after importing this character when I apply the “K_AnimHuman_BaseMale” animation set it became a scramble thing.
I have some rigging character Like: DennysAnimationRigs_Ver2_5, UT3_GeoBo`dge. I study this character. It has a same kind of joint structure and it behave pretty in any animation set in UDK. I don’t know how they create this rig.
And another thing I don’t want to use any pre-rig character joints inside of my character mesh.
I want to create a fresh rig that can use all this animation.
Is there any good tutorial which can cover this entire thing or anyone who can help me to sort out this problem?
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ok lets make this simple, if you want to use the K_AnimHuman_BaseMale then you need to use the Epic supplied rig, if you want to use a custom rig then you won't be able to use that animset because the bone names will be wrong. I see you have seen SwizzleFish's tutorial which uses CAT, you'll aslo need to find the Custom Animtree tutorials
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Hi!
I got referred to this thread so I'll copy the post from my own thread. Here goes:
I'm working on getting some custom vehicle animations to play (on my custom vehicle). I've copied the cicada best I could, though it still doesn't work.
In my package:
- I've got a custom vehicle ready and working (skeletal mesh, AnimTree, materials etc.)
- I've got a working animation (AnimSet).
- I've assigned the AnimSet in the AnimTree using a UTAnimNodeSequence (I also tried to use a AnimSequence). In the AnimTree I can preview my animation and it looks like it should.
In my script:
In my CustomVehicle_Content I've added my AnimSet:
Code:Begin Object Name=SVehicleMesh SkeletalMesh=SkeletalMesh'VH_LandBuggy.Mesh.SK_VH_LandBuggy' AnimTreeTemplate=AnimTree'VH_LandBuggy.Anims.AT_VH_LandBuggy' PhysicsAsset=PhysicsAsset'VH_LandBuggy.Mesh.PA_VH_LandBuggy' MorphSets[0]=MorphTargetSet'VH_LandBuggy.Mesh.VH_LandBuggy_MorphTargetSet' AnimSets.Add(AnimSet'VH_LandBuggy.AnimSets.animSet_Boat') RBCollideWithChannels=(Default=TRUE,BlockingVolume=TRUE,GameplayPhysics=TRUE,EffectPhysics=TRUE,Vehicle=TRUE,Untitled4=TRUE) End Object]
Code:VehicleAnims(0)=(AnimTag=Idle,AnimSeqs=(testboat_idle),AnimRate=1.0,bAnimLoopLastSeq=true,AnimPlayerName=BoatPlayer)]
Code:PlayVehicleAnimation('testboat_idle');
Code:PlayVehicleAnimation('Idle');]
I've put the PlayVehicleAnimation function in my CustomVehicle and placed a`log command, to see if it runs the function:
Code:simulated function PlayVehicleAnimation(name EventTag) { local int i; local UTAnimNodeSequence Player; if ( Mesh != none && mesh.Animations != none && VehicleAnims.Length > 0 ) { for (i=0;i<VehicleAnims.Length;i++) { if (VehicleAnims[i].AnimTag == EventTag) { Player = UTAnimNodeSequence(Mesh.Animations.FindAnimNode(VehicleAnims[i].AnimPlayerName)); if ( Player != none ) { `log("Play it now"); Player.PlayAnimationSet( VehicleAnims[i].AnimSeqs, VehicleAnims[i].AnimRate, VehicleAnims[i].bAnimLoopLastSeq ); } } } } }
I know it finds the event and runs the PlayVehicleAnimation function... but no movement at all.
Help is very much appreciated =)
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@MrArgh, ok what you have to remember is that the vehicle anims are called via code
Code:VehicleAnims(0)=(AnimTag=Idle,AnimSeqs=(testboat_idle),AnimRate=1.0,bAnimLoopLastSeq=true,AnimPlayerName=BoatPlayer)]
what you might not have correct is the name of the AnimSeqs or the AnimPlayerName, i'll be honest i struggles for days till i realise i had a typo
http://utforums.epicgames.com/showth...t=VehicleAnims
@azl, well i don't know how to add/capture objects into your minimap but i do know how to get the texture of the map into game to use as a background for the minimap if that is any help, if that what you need then let me know and i#ll do you a video
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ok i'm not sure if i used a UDKAnimNodeSequence or a UTAnimNodeSequence on this vehicle but here's a pic anyway of the basic setup
Uploaded with ImageShack.us
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Originally posted by geodav View Post@azl, well i don't know how to add/capture objects into your minimap but i do know how to get the texture of the map into game to use as a background for the minimap if that is any help, if that what you need then let me know and i#ll do you a video
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@azl here's the link http://www.gamefront.com/files/20260...p_Tutorial.avi it's on my old filefront set up but will move it to fileplanet when they fix the upload
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