官术网_书友最值得收藏!

Introduction

When you consider game character animation, it's normal to ask how to import external animation content into the Game Editor, and how to make it work during gameplay. This is going to be our starting point. It's assumed if you are dealing with this chapter that you already know how to animate a character. The questions that follow implementation of a character tend to revolve around issues of internal control. For example, one might ask: how to access and offset bones directly in UDK, how to let UDK control the animation procedurally, how a weapon's aim direction can be accessed on the fly, or how to switch between animations according to events dynamically occurring in the scene.

The path to enlightenment in UDK can be a rocky one, and it is helpful to think of it like gaining levels of experience.

Introduction

Be sure to distinguish the difference between simply replacing the mesh or adjusting the behavior of an existing character class, and creating a new custom character from scratch. For the examples that we will be dealing with, given this is not a rigging or an animating tutorial, we will be using a character based on the rig UT3_Female.MAX that Epic Games provides online through their documentation for 3ds Max users: http://udn.epicgames.com/Three/UDKCustomCharacters.html.

主站蜘蛛池模板: 启东市| 礼泉县| 泸溪县| 盐边县| 四子王旗| 营山县| 平凉市| 安泽县| 广丰县| 那坡县| 个旧市| 门头沟区| 海伦市| 平阳县| 兴业县| 澄城县| 本溪| 大同市| 元朗区| 女性| 隆尧县| 班玛县| 德江县| 仁化县| 余江县| 梨树县| 台东市| 淮阳县| 舞阳县| 河北区| 巴东县| 东光县| 太康县| 藁城市| 峡江县| 廊坊市| 平原县| 和静县| 阳谷县| 乌鲁木齐市| 青铜峡市|