hello there
heres another wonderful vehicle for yall to play with, a helicopter. November UDK and Newer.
theres still a bit to do before its how i want it but most of the basics are all there so i thaught id share it.
*there are various fixes in this thread*
it has animated rotor blades that snap off on a collision (well certain collisions, feedback please?).
the tail rotor doesnt break yet, if someone knows how to change what happens on player input? ie no right and left turn.
and how to add rotational force to a vehicle, for spinning out of controll.
This zip has all the scripts and package files as well as the 3ds .max file.
by downloading this file you agree to give feedback http://dl.dropbox.com/u/4685265/Tegleg_VH_Heli.zip
as usual put the files in your udk instalation in the folders indicated in the zip.
Check this out for an added bonus!, heres the same model beautifuly reconstructed by UnWheelModeller, many many thanks
.
Its just the VH_Heli.pk file.
http://dl.dropbox.com/u/4685265/VH_HeliPk.zip

Making Your Own
Double click the heli Skelital Mesh in udk, View - Skeleton and Bone Names for a visual reference.
Heres the bone names and a diagram of the heirarchy. as well as the mesh to be skinned.
The model should be in 3 seperate meshs. Body, Main Rotor and Rear Rotor. mesh names are not important, bone names are.
Export it in the same way you would a car with a body and wheels (search goedav tutorials)
0 = dont skin this bone to anything.
Bones - Mesh
Main - body
| | |
| | AnimBone - 0
| | |
| | RotorBone - Main Rotor
| | | |
| | | RotorBone002 - 0
| | |
| | RotorBone001 - 0
| |
| GunBase - 0
| |
| GunRotate - Gun
|
RAnimBone - 0
|
RRotorBone - *Rear Rotor*
Note: *Rear Rotor* (the bone not the mesh) is rotated 90 degrees along the X axis.
ei if you dont rotate the bone, it will spin in the same direction as the main rotor.
place RotorBone001 and RotorBone002 at the ends of the main rotor blades, these are used in the script to detect a collision that will break the blades off.
AnimBone is the pivot point for the Main rotors.
RAnimBone is the pivot point for the Rear rotors.
GunBase is the pivot point for the Gun.
once its in UDK, open the Socket Manager and create a new socket called GunViewSocket
this is where the camera attaches to the heli.
look at Cicada for other sockets you might want to copy.
ask if you need further details
heres a little vid of the blades breaking, bits of blade come flying off but you cant really see it in the vid. http://www.youtube.com/watch?v=G6INuRr7ZjU
enjoy
you could almost do a udk remake of this (by far the best heli game, add a bit of combat and its perfect)
heres another wonderful vehicle for yall to play with, a helicopter. November UDK and Newer.
theres still a bit to do before its how i want it but most of the basics are all there so i thaught id share it.
*there are various fixes in this thread*
it has animated rotor blades that snap off on a collision (well certain collisions, feedback please?).
the tail rotor doesnt break yet, if someone knows how to change what happens on player input? ie no right and left turn.
and how to add rotational force to a vehicle, for spinning out of controll.
This zip has all the scripts and package files as well as the 3ds .max file.
by downloading this file you agree to give feedback http://dl.dropbox.com/u/4685265/Tegleg_VH_Heli.zip
as usual put the files in your udk instalation in the folders indicated in the zip.
Check this out for an added bonus!, heres the same model beautifuly reconstructed by UnWheelModeller, many many thanks

Its just the VH_Heli.pk file.
http://dl.dropbox.com/u/4685265/VH_HeliPk.zip

Making Your Own
Double click the heli Skelital Mesh in udk, View - Skeleton and Bone Names for a visual reference.
Heres the bone names and a diagram of the heirarchy. as well as the mesh to be skinned.
The model should be in 3 seperate meshs. Body, Main Rotor and Rear Rotor. mesh names are not important, bone names are.
Export it in the same way you would a car with a body and wheels (search goedav tutorials)
0 = dont skin this bone to anything.
Bones - Mesh
Main - body
| | |
| | AnimBone - 0
| | |
| | RotorBone - Main Rotor
| | | |
| | | RotorBone002 - 0
| | |
| | RotorBone001 - 0
| |
| GunBase - 0
| |
| GunRotate - Gun
|
RAnimBone - 0
|
RRotorBone - *Rear Rotor*
Note: *Rear Rotor* (the bone not the mesh) is rotated 90 degrees along the X axis.
ei if you dont rotate the bone, it will spin in the same direction as the main rotor.
place RotorBone001 and RotorBone002 at the ends of the main rotor blades, these are used in the script to detect a collision that will break the blades off.
AnimBone is the pivot point for the Main rotors.
RAnimBone is the pivot point for the Rear rotors.
GunBase is the pivot point for the Gun.
once its in UDK, open the Socket Manager and create a new socket called GunViewSocket
this is where the camera attaches to the heli.
look at Cicada for other sockets you might want to copy.
ask if you need further details

heres a little vid of the blades breaking, bits of blade come flying off but you cant really see it in the vid. http://www.youtube.com/watch?v=G6INuRr7ZjU
enjoy

you could almost do a udk remake of this (by far the best heli game, add a bit of combat and its perfect)
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