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 Post subject: iPi to UDK...Please Help
PostPosted: Fri May 11, 2012 10:38 am 

Joined: Mon Nov 28, 2011 9:32 pm
Posts: 4
Hi everyone,

I was just curious if anyone can help me out with this. I have created an animation, imported it into 3DS Max 2010, skinned the biped with the animation to a character, and exported the animation into an fbx file (exported the character to a fbx file too). Went through the proper process in UDK to import my character and animation, yet when I associate the animation to the character, nothing works. I have searched everywhere and I just can't find anything that helps me out. Can someone please help me with getting custom animations that were created using iPi DMC into UDK? Any help is appreciated :) Thanks


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PostPosted: Sat May 12, 2012 8:54 pm 

Joined: Mon May 07, 2012 10:03 am
Posts: 9
I have given a suggestion in your other topic, which is also about this problem. Take a look at this:

viewtopic.php?f=2&t=5994


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PostPosted: Sat May 12, 2012 9:38 pm 

Joined: Mon May 07, 2012 10:03 am
Posts: 9
Okay, so here is the result. The workflow to add animation from iPi to UDK is quite simple. As i said, its been a long time since i last touched UDK, but your question is quite interesting so I re-install UDK a make a quick test for you.

Image

As you can see in the picture, the animation is the sample animation which captured with one Kinect sensor. (you can download from here http://www.ipisoft.com/gallery.php , or make the animation your own animation )

Now export the animation form iPisoft to your 3dsmax biped or whatever bone system you use. Make sure the animation work well in 3dsmax.

Next step, you have to export the 3D mesh and animations through ActorX ( the plugin i mentioned here viewtopic.php?f=2&t=5994). Here is the tutorial how to use Actor X: http://udn.epicgames.com/Two/ActorXMaxTutorial.html.
If you dont want to read, just search on Youtube, there are alot of tuts about using ActorX.

open UDK and import the files you have just exported from 3dsmax.

And youre done.


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PostPosted: Fri Jun 22, 2012 6:29 pm 

Joined: Fri Jun 22, 2012 6:22 pm
Posts: 1
FBX is the way for UDK. Actor X will still work but the UDK Patch releases and boards all indicate that Unreal wants us to use the FBX asset pipe line.

In my experience many errors can occure when importing animations and skeletal meshes at the same time. I import the mesh first, then after making a animset i import the animation by clicking file import animation.

To animate you character you can use scripting or kismet matinee. The matinee you add the mesh in the level, select him, start a new matinee, add new empty group with mesh selected, and open properties, in there you will see a menu for assigning the animset to use.

Add an animation track to the new group (right click new anim) And just like everything else in matinee you use enter to set a keyframe, but instead of setting one frame, when you hit enter with the anim group selected it will change the anim state of the mesh.

Again, do not use actor X unless you have to, it is old tech and unreal has moved on, FBX is the new pipe line for almost everything UDK.


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