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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
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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

Chapter 3. It Lives!—Character Setup and Animation

In this chapter we examine key processes for handling animated characters:

  • Installing ActorX and exporting skeletal animation

  • Importing SkeletalMesh content into UDK

  • Morph targets and .FBX importing

  • Setting up sockets

  • Attachments to SkeletalMeshes without using sockets

  • Setting up a custom AnimTree

  • Defining animations in your AnimTree

  • Configuring your character to use your AnimTree

  • How to use a single bone control chain to correct an offset crouch animation

  • Setting up a physics asset using PhAT

  • Adding limits to physics asset joint rotations

  • Adding a physics-driven tail to a key framed SkeletalMesh

  • Enabling the head to face in a given direction for tracking purposes

  • Setting a LookAt target for head rotation in code

  • Setting morph weights in code

  • Calling up SkeletalMesh animations using Matinee

  • Associating sounds with character moves in Matinee

  • Sounds for non-Matinee controlled animation

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