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Unreal Development Kit Game Design Cookbook

You're reading from   Unreal Development Kit Game Design Cookbook Over 100 recipes to accelerate the process of learning game design with UDK book and ebook.

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Product type Paperback
Published in Feb 2012
Publisher Packt
ISBN-13 9781849691802
Length 544 pages
Edition 1st Edition
Tools
Concepts
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Author (1):
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Thomas Mooney Thomas Mooney
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Thomas Mooney
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Table of Contents (17) Chapters Close

Unreal Development Kit Game Design Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Heads Up—UDK Interface Essentials 2. Notes From an Unreal World—Constructing Game World Elements FREE CHAPTER 3. It Lives!—Character Setup and Animation 4. Got Your Wires Crossed?—Visual Scripting of Gameplay in Kismet 5. It Is Your Destiny!—Scripting Complex Gameplay Flow in Kismet 6. Under The Hood—Configuration and Handy Tweaks for UDK 7. Hi, I'm Eye Candy!—Ways to Create and Use Particle Effects 8. Then There Was Light!—Manipulating Level Light and Shadows 9. The Devil Is In The Details!—Making the Most of Materials 10. The Way Of The Flash UI—Scaleform, CLIK, and Flash Interfaces Index

Adding limits to physics asset joint rotations


Try turning your forearm as far as you can. You'll immediately see it rotates more in some angles than others. This is true of many joints in your body. To allow a character's physics asset to work correctly we create such joint rotation limits in the PhAT Editor.

How to do it...

  1. Either continue from where you were in the previous recipe, Setting up a Physics Asset using PhAT, or, if you haven't completed the asset so far, double-click instead the provided asset Packt.Mesh.Packt_CharPhysicsLimitsStart.

  2. In the PhAT Editor, press J a couple of times to cycle collision to shaded, and press the Draw Ground Box icon [ ] to turn off the ground.
  3. Setting up rotation limits will help the joints behave more naturally. UDK uses a one dimensional arc limit and a two dimensional cone limit. Exit simulation mode (S) and press the B icon [ ] under the edit menu. This will turn to a C, and the view should change, showing that we're now in Constraints mode...
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