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Inferno
August 27th, 2009, 10:00 PM
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. :maddowns:

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sdavis117
August 27th, 2009, 10:10 PM
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.
I wonder if you can ninja smileys :)
I guess you can't:(
I can also award anyone who can find me good tutorials with a free e-penis enlargement procedure
I love ninja tags

Phopojijo
August 27th, 2009, 10:12 PM
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.
I wonder if you can ninja smileys :)
I guess you can't:(
http://www.hourences.com

Saggy
August 27th, 2009, 10:12 PM
http://www.ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tuts/UT3_Weapon_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.

Inferno
August 28th, 2009, 03:16 PM
I'll probably just make the arms part of the weapon ALA TF2.

Malloy
August 30th, 2009, 06:36 AM
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.

acecutter69
October 22nd, 2009, 01:46 AM
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 ;)

Inferno
October 22nd, 2009, 08:36 PM
I'm only using 1 FP arm set for this mod. And I hate having to split my animations in to 2 files anyways.

acecutter69
October 22nd, 2009, 11:18 PM
its just the way it works in unreal, if you wanna do something different then thats your call.