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Thread: Tutorials...

  1. #1
    Untruely Bannable~ Inferno's Avatar
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    Tutorials...

    I'm looking for a tutorial on importing FP models and FP arms and FP animations.

    I've looked into it a bit and I've got the basics but most of the tutorials I've found don't cover advanced stuff like FP models and animations.

    Good ref's will be rewarded with
    Last edited by Timo; November 22nd, 2010 at 08:58 PM.
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  2. #2
    SDavis Juice sdavis117's Avatar
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    Re: Tutorials...

    And why not also include some tutorial for people who know absolutely nothing about the UT3 Editor for some of us noobs.

    By "some of us noobs", I mean me.
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  3. #3
    A Loose Screw Phopojijo's Avatar
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    Re: Tutorials...

    Quote Originally Posted by sdavis117 View Post
    And why not also include some tutorial for people who know absolutely nothing about the UT3 Editor for some of us noobs.

    By "some of us noobs", I mean me.
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  4. #4
    Senior Member Saggy's Avatar
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    Re: Tutorials...

    http://www.ut40k.planetunreal.gamesp...tutorial_1.htm

    I don't know if that helps any. It goes over some basic animating, but doesn't give any details about custon FP arms.
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  5. #5
    Untruely Bannable~ Inferno's Avatar
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    Re: Tutorials...

    I'll probably just make the arms part of the weapon ALA TF2.
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  6. #6
    Senior Member Malloy's Avatar
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    Re: Tutorials...

    no dont do that, althought thats what i assumed when i first tried it.

    i got a tutorial which shows you the basis of how to do it : http://camink.com/UT3/UT3CustCharTutorial01.html

    last page explains briefly.

    bare in mind this tutorial is just replacing mesh onto the default skeleton so that the new mesh can use the previous animimations in UT3, just take the principle of the FP arms and weapon at the ends advice. I would assume you animate the FP arms with a weapon reference then just export the FP arms.
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  7. #7

    Re: Tutorials...

    you dont want to make the arms part of the weapon for several reasons.

    1.- Why waste an arm animation slot

    2.- Texture issues

    3.- Different characters have different arms

    What you wanna do is create a master file, where you model and rid to the FPS rig that epic provides in their UDN page. Then import and obj of the weapon model into a copy of the arm rig model.

    Rig the weapon and then animate both in the same 3ds max file. now once thats done, do 2 save as files. Call one animarms_Weapon and animweapon_Weapon. Now on each version of this you wanna delete the oposite, so in the arms file, delete the gun and on the gun one delete the arms. Digest your animations and done. Bring them into unreal in separete AnimSets and then reference them in the code. Then you will get matching animations for both the arm and gun no matter what arm data the player has, which also changes based on the team and faction
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  8. #8
    Untruely Bannable~ Inferno's Avatar
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    Re: Tutorials...

    I'm only using 1 FP arm set for this mod. And I hate having to split my animations in to 2 files anyways.
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  9. #9

    Re: Tutorials...

    its just the way it works in unreal, if you wanna do something different then thats your call.
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