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