23 February 2012

Character Problems....

So we have found various problems trying to get our rigged character into UDK from Maya 2012. It seems that Maya 2012 has general great difficulties in managing to export an FBX holding a rigged character. The problem arises when the file is saved in Maya 2012 before exporting, at any stage of rig and the skinning process.

Taking the plain geometry data out as an OBJ and bringing it into a fresh file in Maya 2011, then rebinding the rig seems to fix the issue; the character now fully works in UDK without problems other than those to be expected of un-weighted geometry. This will all need to be done again as soon a possible to meet our end of February target to have the character fully done.

Further development of the level

This week we have been split between character work, asset modelling and texture creation. We have also spent time to begin to light the level roughly to get a feel for how the environment should look later on.

the foyer

The Bar

Dramatic lighting on the house

The Garden hedges

The Statue and fountain

Dining hall

Multiplayer Working

What should be our last milestone in terms of game mechanics, we have multiplayer working on a fully packaged, installed version of the game. This is between two players, myself and Will, set up on a LAN connection through our router.


There are some problems between the host commands and our own local commands, which result in only the host being able to do certain things such as run. (This video is from the perspective of the Host). While Will's character would jitter on his screen when told to run, and to me just look as though he is walking.