In this first part of this three part demonstration, Matthew Tardiff goes over the Maya to UDK pipeline. He shows the techniques needed to efficiently export a fully rigged and animated character from Maya to UDK via the FBX format.
Just wondering...are the files he is using for exporting are going to be provided
Anonymous (not verified)
It wold be great if the files be included:)
The files should be available so I'll check in to see where they are.
Sorry for the delay, this was totally my fault. They should be there now. Thanks everyone!
Thanks Riki and Matthew! You guys rock!
Yhonatan Santana (not verified)
Passing these animations to UDK, also resembles the production process for a video game?
which autorigger was used for this character?
Rapid Rig Advanced by Dustin Nelson.
There is a free "Lite" version that will give you the chance to use the bare bones set up to get a feel for the rig.
I use it for both game and commercial work. Mostly getting content into UDK though.
DireDM (not verified)
Great tutorials thanks! I've been teaching custom character imports since UT2004, & I find the custom .uc & .ini file creation is usually the part that messes people up. Is there any guides or resources as to how your Pawn, PlayerController, etc were created? The complexity is cool, but almost unsable for non scripters/programmers to get their own custom rigs & animations in.
Again, many thanks,
How do you create a single hierarchy rig from the auto-rigged rig. I'd like to see how you create the export ready rig from the beginning. You've already prepared that for the video. I need to know how i can get that clean rig from a auto-rig which has way too many joints and groups and constraints and other stuff that sabotages everything during export.
Hey Anonymous. Sorry for the late reply. I don't receive notification when someone posts here.
I use the autorig to just set up the Control Rig. I draw a single hierarchy joint chain over the joints I'm given. For example, I'll select the joint tool and hold down V then drag to the root joint, then continue holding V and Draw up the chain. You'll then Constrain this single hierarchy to the Control Skeleton and bind the single hierarchy to the mesh.
I had to search hi and low through the UDK forums just to get a basic understanding of Pawn creation process. I'm not a programmer so it was a little difficult. A programmer friend created the scripts for this tutorial. But Eat 3d has a few great videos on UDK Scripting that helped me out a lot. Sorry I can't be more help.
Sons from Iran ، Thank you