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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
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 physics asset using PhAT


Physics assets let you animate your character using forces and impulses such as gravity or hit impacts, using collision calculations between simple geometry objects assigned to your character's bones.

It is relatively easy to provision a SkeletalMesh with a physics asset. It takes some tinkering around to make the initial results more pleasing. The main editor to get used to is the Physics Actor Tool (PhAT).

Getting ready

Previously we created an AnimTree for the SkeletalMesh Packt_Character. To keep the focus of the exercise on the AnimTree, a physics asset was already prepared and included in the script that drives the character. It was just a placeholder. In this exercise we'll make the real physics asset for this model.

We'll start with just the Packt_Character SkeletalMesh, and we'll create and test out some physics attributes in the PhAT Editor. In the Content Browser, make sure the Packt package is fully loaded in the Packages list.

How to do it....

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