11 November 2011

Say hello to my little friend...

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.

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.

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.