So we needed some sort of character test rig to attempt to use what we've learnt about anim sets and anim trees to get a custom character into the game. This is where Bob Box comes in. He is a simple platform on which to test animation and movement in the engine and to learn how to implement totally custom characters.
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Bob Box rigged and posed in maya |
I then imported him into UDK using the new FBX import. This worked just fine and is much more streamlined than previous methods. I then imported a very simple animation and linked it up in the anim set and skeletal mesh dialogue boxes and got it working on the character in the engine.
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Bob Box in the engine |
I tried to set it up so Bbo would be our player character, but initial attempts based on our method last year during the Sun City project didn't seem to work.
I will research this further. It may be the case that we are missing something that UDK requires to use as a character be that in the bones or in the code. Or it may be easier to use the UDK skeleton but give it a totally custom animation set. We shall see.