Associating sounds with character moves in Matinee
An action appears more lively if a sound goes with it. When you are playing a character animation from Matinee, there is no player input to cue the animated SkeletalMesh as to what sound to play, so whenever a sound is needed we'll have to provide a cue through a sound track or event track on the timeline.
Getting ready
Load the scene Packt_03_SoundTrack_Start.UDK. This map continues from the end of the last recipe. Note the added particle emitter attached in its Attachment property to the b_LeftHand of the SkeletalMesh Packt_SkinTail.
How to do it...
Associating sounds with animation using Matinee sound tracks and event tracks
- Quite often, to open a Matinee, users will open Kismet and then open the Matinee that they want to edit from there. There's another way to get there. Click the Open UnrealMatinee icon [ ] next to the Kismet icon in the editor. What this does is expose any single Matinee in the scene (which is the case here) or offer...