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Chapter 3. It Lives!—Character Setup and Animation

In this chapter we examine key processes for handling animated characters:

  • Installing ActorX and exporting skeletal animation
  • Importing SkeletalMesh content into UDK
  • Morph targets and .FBX importing
  • Setting up sockets
  • Attachments to SkeletalMeshes without using sockets
  • Setting up a custom AnimTree
  • Defining animations in your AnimTree
  • Configuring your character to use your AnimTree
  • How to use a single bone control chain to correct an offset crouch animation
  • Setting up a physics asset using PhAT
  • Adding limits to physics asset joint rotations
  • Adding a physics-driven tail to a key framed SkeletalMesh
  • Enabling the head to face in a given direction for tracking purposes
  • Setting a LookAt target for head rotation in code
  • Setting morph weights in code
  • Calling up SkeletalMesh animations using Matinee
  • Associating sounds with character moves in Matinee
  • Sounds for non-Matinee controlled animation
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