Maya to UDK - Animation Pipeline - Part 1

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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. 


September 19, 2012 - 12:42pm

Just wondering...are the files he is using for exporting are going to be provided

Anonymous (not verified)

September 19, 2012 - 1:49pm

It wold be great if the files be included:)


September 19, 2012 - 5:18pm

The files should be available so I'll check in to see where they are.


September 19, 2012 - 7:47pm

Sorry for the delay, this was totally my fault. They should be there now. Thanks everyone!


September 19, 2012 - 7:48pm

Thanks Riki and Matthew! You guys rock! Laughing out loud


September 19, 2012 - 9:28pm


Yhonatan Santana (not verified)

September 20, 2012 - 11:04am

Good afternoon
Passing these animations to UDK, also resembles the production process for a video game?

Anonymous (not verified)

September 21, 2012 - 4:17am

which autorigger was used for this character?



September 21, 2012 - 6:17pm

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.


September 21, 2012 - 6:19pm

I use it for both game and commercial work.  Mostly getting content into UDK though.

DireDM (not verified)

March 20, 2013 - 7:03pm

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,

Anonymous (not verified)

June 27, 2013 - 6:50am

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.


December 2, 2013 - 12:11pm

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.


December 2, 2013 - 12:13pm

Hey DireDM

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.


July 31, 2014 - 4:28pm

Sons from Iran ، Thank you