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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