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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
Author Profile Icon Thomas Mooney
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

Setting up a custom AnimTree


This recipe shows how to furnish a custom AnimTree with asset link ups that allow our character to preview what will occur in a game and to play animations that reflect its assigned moves.

How to do it...

  1. In the Content Browser, highlight your folder, right-click amongst the assets, and choose New AnimTree.

  2. Name it YourFolder.Anims.TestTree. Double-click the newly created AnimTree and it will open in the AnimTree Editor, showing only a base AnimTree node.

  3. Before adding more nodes, we must set the Properties of the AnimTree node so it understands the assets we'll be using, much as we did with the SkeletalMesh in the previous recipe after we placed the asset in the scene. Let's work down the list, using the next screenshot as a reference:

  4. Expand the Anim Tree section in the properties of the AnimTree node and look at the channel Preview Mesh List. This requires Packt_Character (or another SkeletalMesh) to be added here, which will then show in the preview window.

  5. If...

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