I have skinned and painted weights to my enemy character and applied animations to him, as well as imported him into UDK.
Monday, 12 March 2012
Gun Problem.
I've followed several tutorials on how to implement my gun and it should work great, when I play as the default bot character my gun shows up in both 1st person AND third person, but when I play as my own character the gun doesnt show, the pic is in the skeletal mesh viewer showing my gun attached to my characters right hand socket..
Sunday, 11 March 2012
Functioning HUD
Finally gotten a functioning HUD working, since I am planning on having a one-strike kill from my enemy I dont really need it, but I was thinking maybe I could have "traps" that could hurt the player, like sudden dangerous gas leaks and such...
Friday, 9 March 2012
Thursday, 8 March 2012
Meshy Problem
Suddenly had a problem with my mesh when importing into UDK, it seemed that holes appeared in the mesh, after much back and forth I figured out the problem, in the import options in UDK there's an option named 'remove degenerates' which is switched on by default, it removes triangles or something even though theres NO triangles in my characters face, but anyway I digress, when switched off my character imports normally, except for some single polygons that looks unsmoothed, and when ticking the 'combine mesh' these hard polygons disappeared and things are looking rosy again.
Mirroring Animations........maybe
Since I only made a right strafe animation with the intention of using mirror tables in UDK to mirror the animations, but I have run into a little problem, the skeleton becomes mirrored as one would perhaps expect but not like this, everything right is on the left and visa versa, and the mesh itself is backwards forwards so when I correct the skeleton the mesh just becomes more and more destroyed.
AnimTree So Far
This is what my animtree looks like so far in UDK, it has a crouch function and an aiming function using bools, but for the crouching to look right I need to fix the Z axis (up) part of my animations because now it looks like he crouches in the air.
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