Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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.

Arrow left icon
Product type Paperback
Published in Feb 2012
Publisher Packt
ISBN-13 9781849691802
Length 544 pages
Edition 1st Edition
Tools
Concepts
Arrow right icon
Author (1):
Arrow left icon
Thomas Mooney Thomas Mooney
Author Profile Icon Thomas Mooney
Thomas Mooney
Arrow right icon
View More author details
Toc

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 a physics-driven tail to a key framed SkeletalMesh


Our model has a prominent tail, and it would be good to be able to use physics on this to control its behavior. The process also works with capes and long hair.

How to do it...

  1. So the tail can work, back in 3ds Max we would need to add tail bones to our original model, which ideally would occur right at the original rigging and skinning stage. To speed things up, we will use an alternative model Packt_SkinTail.PSK with a tail already weighted to additional bones, and a corresponding AnimSet Packt_SkinTailAnims. In this replacement character, three tail bones have been skinned to the mesh after being linked to b_Hips.

  2. To avoid wasting the work we did on your physics asset so far, find it in the Content Browser, right-click on it, and choose Create a Copy. Name the copy CharPhysics_TailAdd and open it. This asset uses the Packt_Character SkeletalMesh, which has no tail bones. Luckily there is a tool, in the PhAT Editor Edit menu called...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image