Nice one Riki
thanks for great stuff
Where/How can I get/buy Unreal Editor 3 ?
Hey riki, this is a very awesome tutorial on importing a character into unreal...I often have trouble with this when i use the editor. I am just curious as to how you create the single texture that controls the masking, specular and emissive all at the same time. Thanks a bunch
To get Unreal Editor 3 you would need to buy a game that has it available too use as a modding tool. The most recent version can be found in Unreal Tournament 3, but you can also get older versions of the engine in Gears of War for the PC and Roboblitz. I would like to point out that these versions have no forwards compatibility with anything created in UT3 and the Eat3d Unreal files wont work (except the old pillar DVD which was made with the Gears of War version of the editor)
You can get Unreal Tournament 3 very cheap now and i believe that it is around $15 at amazon
I hope that helps
After the end of the tutorial, how do you actually get the character into the level? For now, I just need it to be a statically animated character (no controls or interactivity). Just a passively animated character sitting in the level.
Is it the same process for UEd2 as well?
I'm new this, so thanks for a great tutorial.
Well, I do not know if the video was done with 3D Studio Max or Gmax, frankly. There is no upper rim of the software. More value to the content, which is of good quality, should appear.
Hello anon, At around 1:49 I mention using 3ds Max 2009. Hopefully that helps!
"After the end of the tutorial, how do you actually get the character into the level? For now, I just need it to be a statically animated character (no controls or interactivity). Just a passively animated character sitting in the level.
Is it the same process for UEd2 as well? "
Nice tutorial you got there!
I have a little problem and I wonder if you could help me? I have tried to export a camera animated in Maya and import it back into Unreal matinee but, I have a huge issue.
First, I exported my camera and my animation from Maya using the plug-in: Collada. Second, I opened matinee and went to file/import to import my .dae file. I now have a group with 2 tracks ( the movement track and to FOVAngle track ) with all my animations. But unfortunately, the axis have shifted wrong.
There is one thing that I have noticed: When you animate a camera into UT3 and export your camera animation with matinee, when you import it into Maya, the axis are OK. So, if you animate your camera in Z in Unreal, it will shift for the Y axis in Maya. So, that's fine.
But when it comes to export the camera from Maya, the axis aren't converted. So if you animate the camera in Y in maya, you will still get a camera animated in Y in Unreal ( the Y axis isn't the up axis in Unreal ).
So finally my question is: How can I switch the axis when exporting with COLLADA so that my animation is looking right when I import it back in Unreal editor 3?
Thanks a lot for your help! Great article in the 3D world magazine, by the way.
Layout artist at Digital Dimension
Hi Kevin, I wish I could give you a clear answer but Im a max guy and have never had this problem. Let us know if you figure it out!
Just want to let you know that I have solved my camera problem. It is now fully working. We will now be able to integrate it into our pipeline at Digital Dimension. It's gonna save us hours of work by not be forced to redo all the animations for all the cameras that we have animated in Maya first. I have made a written tutorial that explains in great details the entire procedure. I will give you the link as soon as I upload it.
Thanks again for your help!
I know this tutorial is for 3Dmax, but I wonder if you can import into Unreal Editor 3 using Maya?
Do you have any information on doing this through Maya as well? Or is it essentially the same process? As well, for having a character doing running, jumping, and crouching, we would need to create the animations for those as well, and import them the same way, if I'm assuming correctly.
Thank you all for your helpful tutorials. I'm buying one actually later on this evening.
Questoin: I'm using the downloaded version of UDK.
I went through the tutorial SkullTransition 2. however, I've followed the steps in detail but in the material preview, it's not showing the same. how do i fix it?
Riki,as usual...nothing but cool stuff....keep them coming.
It's free right off of their site. www.udk.com
Matias Javier Sendra
Hi I bought this tutorial but can not find the 3ds max model for export as it comes in the video, i just find the unreal package file and the exported files from 3ds max.
How can i make the whole process without the 3ds max model, i don't understand.
Thanks and i wait some answer.
Matias Javier Sendra: That's strange !. The package should have everything you are suppose to have included.
1) All included 3DS Max files:
Depending on your CD/DVD Drive.
2) All used Textures and other important Max files = F:\content\Project Files\Scenes\Props\Maps
2a) All used images = F:\content\Project Files\Images
I am not sure I get your point;what exactly you are trying to do?; You mentioned above "can not find the 3ds max model for export"....what????....can you be more specific so we can try to help.
Then as for:
"How can i make the whole process without the 3ds max model, i don't understand."
You can create from either Max/Maya the whole process as long as you are willing to learn from the Video(spend time to understand);post screen shots for areas you have problems. I have the Video and still watch when needed.Just like everything else my friend;it takes time to grasp it all....and nothing is impossible Unless we decided to stop trying.
Matias Javier Sendra:
As for the $3.95 package above, the character included "Character_mesh.ASE" and can be exported back to Max ".obj format" and there you have a Max version character file. I have tested this approach and it works fine.I hope this helps a bit;the other extra comments below is not exactly your issue but went ahead and include the locations of directories in terms of finding Max files.
You are welcome.
Looking forwaed for more Max Videos....really appreciate the infos. in the Videos. Keep them coming Riki;when you can.
First: I am not stupid and I know what is not in the download package.
Second: the 3D model does not exist. When you download the package purchased, it comes with two folders: "Importing to UE3" and another folder called "Project Files" in the first you have a video with high quality and the another folder you have the exported files for UDK, textures and ASE files exported from 3ds max to UDK, but not 3ds max model. Is this clear?.
Third: I do not know how to convert back to "Character_mesh.ASE" to .obj model to view in 3ds max, I am beginner in this world of 3ds max and UDK. This process is in udk?? or in 3ds max.
I think if one spends the money on something that should be complete.
Matias - It wasn't possible for us to include the fully rigged 3ds Max character for many reasons. Also its very clear in the product description that you only get the video and unreal file, not the 3ds Max file. In order to follow along all you need is your own character with a biped to import.
Thanks for the purchase, I hope this clears up the confusion.
Matias Javier Sendra:
1) "First: I am not stupid and I know what is not in the download package."
I never call you any name...and where did you get the idea within the product description that "3ds max model" is
2) "Third: I do not know how to convert back to "Character_mesh.ASE" to .obj model to view in 3ds max, I am beginner in this world of 3ds max and UDK. This process is in udk?? or in 3ds max."
Like I said above:
a)This can be easily done;open "the character included "Character_mesh.ASE" in UDK =>>file menu =>>Export "All"=>> file format drop down;sellect ".OBJ"=>> OK!.
b)Load Max =>> File menu =>> Import =>> Browse to exported character directory/folder =>> Open....DONE!.
Now you can save and see how the "character" materialize and that's what I meant by:
"You can create from either Max/Maya the whole process as long as you are willing to learn from the Video(spend time to understand)"....this is a fact not an insult to you or anyone for that matter.
And yes!;the package is complete as origionally designed.
TheThornZ (not verified)
I have 2009 SP1 and the link is broken. Anyone know where I can get this version of Active X?
Great tutorial. Took me awhile to work out somethings but finally got everything in. Anyone know a good tutorial for saving the stuff you pulled in and using it as the default players?
Anonymous (not verified)
first of all thanx to your tutorial! but I have a question!! I followed your way for a simple animated object!! something like a sphere which goes somewhere with several keyframes in 3d max!! I imported like the method you said without any error but it works only when I push the play button on preview window!! It doesn't play automatically when I add it into my scene!! would you please help me ?!!
Esteban (not verified)
Wow very nice! I'm trying to import a static mesh into UDK but when I do it doesn't import any texture, by ready in the internet I realize that I have to import textures in .tga format, yet I don't know how this work at all, do 3DStudio have a way to create this files?
xcm (not verified)
Dude, you're great... thanks for that!
Use photoshop to convert textures from JPG to TGA format....it's that simple man.
Sahar (not verified)
how can I import 3D's max models into UDK as map?
dan t (not verified)
i was wondering if anyone has ever encountered a situation where they import a skeletal mesh and an animset, have the skeletal mesh animating properly in the matinee editor...but when the animation is played in the game itself, the arms of the mesh pop and do not animate properly.
unfortunately...i have a cinematic sequence set up in kismet that plays fine within the engine itself and everything seems to work fine until right clicking the scene and selecting 'play from here'
all the animation is motion capture based, and was wondering if that had anything to do with it.
if anyone has any tips or whatnot...please let me know
Diedrich Design (not verified)
I was wondering what the workflow would be now that max2012 is out, ActorX doesn't work with 2012 to my knowledge, so we've been using just fbx files, but have run into A LOT of problems with making the characters work. Part of it may be the scripting required, but I'm curious if it's just the fact we're using feb-2012 UDK and Max2012.
OK!. Please take the time and check here among other sites out there:..we tend to look for solutions outside ourselves instead of within....see my point?.
Go download the plug-in and have fun .
You simply load the image in Photoshop > File > Save As > Dropdown > Select Format TGA. DONE!.
If all these suggestions are confusing to you, you might want to try UE 4; a more balanced and tons of tutorials to follow at your own pace.
It's a whole new level mind you!.