Hello there,
This is a problem found in both UDK Aug. 2011 & UDK Sept 2011 betas.
I seem to be running into a problem with the animtree editor. I've been following an animation tree guide on how to get tophalf slots to work on top of full body slots in matinee. But there's a problem.
Snapshot: http://img196.imageshack.us/img196/1...tnodeerror.png
Everytime I try to plug ANYTHING into the channel01 slot node like the tutorials instruct, it won't let me. It says "SlotNode does not need child node connected in order to play." But the thing is, if I can't do this in the animtree editor, UDK's PC mode spits out a very bizarre animation that works opposite of what one would expect in the visual results from matinee.
For more information, I created this thread a few days ago:
http://forums.epicgames.com/threads/...Speed-Conflict -- I've also provided snapshots and video footage of the AnimTree's and Matinee's weirdness in action.
In the aforementioned thread, I tried to create a workaround to the AnimTree error by using two animblendbyslotactives to get both slots to respond in matinee as expected. The second was hooked into the first. But to no avail. UDK produces this horrible looking blended animation at the game's runtime. If I try to plug in DataBeeFlyingSlot (AnimNodeSlot) into the Channel 01 parameter of DataBeeIdleSlot (AnimNodeSlot also), I keep getting the "SlotNode does not need child node connected in order to play." error. Which is a little ironic, considering how many default animtrees included with UDK make use of the channel 01 of a slotnode to blend and connect top and full body slots together.
As an alternative to the above, I also tried AnimNodeAdditiveBlending, assuming that it takes on similar animation properties as morph target weights (And really this would have been a better solution for me anyways). But using this node began to warp, twist and contort my DataBee skeletalmesh to all sorts of weirdness. I'm assuming this is because the AnimNodeAdditiveBlending uses the world coordinate space to additively blend and deform animations, rather than the skeletalmesh's local space (which is what I was expecting). Perhaps an option could be added to additively blend by local space as well and make this option available in future builds? I've seen this in other nodes on the animtree editor... not sure why this node would be any exception.
This is a problem found in both UDK Aug. 2011 & UDK Sept 2011 betas.
I seem to be running into a problem with the animtree editor. I've been following an animation tree guide on how to get tophalf slots to work on top of full body slots in matinee. But there's a problem.
Snapshot: http://img196.imageshack.us/img196/1...tnodeerror.png
Everytime I try to plug ANYTHING into the channel01 slot node like the tutorials instruct, it won't let me. It says "SlotNode does not need child node connected in order to play." But the thing is, if I can't do this in the animtree editor, UDK's PC mode spits out a very bizarre animation that works opposite of what one would expect in the visual results from matinee.
For more information, I created this thread a few days ago:
http://forums.epicgames.com/threads/...Speed-Conflict -- I've also provided snapshots and video footage of the AnimTree's and Matinee's weirdness in action.
In the aforementioned thread, I tried to create a workaround to the AnimTree error by using two animblendbyslotactives to get both slots to respond in matinee as expected. The second was hooked into the first. But to no avail. UDK produces this horrible looking blended animation at the game's runtime. If I try to plug in DataBeeFlyingSlot (AnimNodeSlot) into the Channel 01 parameter of DataBeeIdleSlot (AnimNodeSlot also), I keep getting the "SlotNode does not need child node connected in order to play." error. Which is a little ironic, considering how many default animtrees included with UDK make use of the channel 01 of a slotnode to blend and connect top and full body slots together.
As an alternative to the above, I also tried AnimNodeAdditiveBlending, assuming that it takes on similar animation properties as morph target weights (And really this would have been a better solution for me anyways). But using this node began to warp, twist and contort my DataBee skeletalmesh to all sorts of weirdness. I'm assuming this is because the AnimNodeAdditiveBlending uses the world coordinate space to additively blend and deform animations, rather than the skeletalmesh's local space (which is what I was expecting). Perhaps an option could be added to additively blend by local space as well and make this option available in future builds? I've seen this in other nodes on the animtree editor... not sure why this node would be any exception.
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