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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
Tools
Concepts
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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

Defining animations in your AnimTree


This recipe shows how to furnish the AnimTree we have been working on with actual animation controls and sequences. It extends the previous recipe, which set up the properties of the AnimTree to include our character assets. We won't be creating an entire animation tree, only the bare bones needed for walking around, including an Idle.

How to do it...

  1. With your TestTree AnimTree asset open, right-click in the editor and choose New Animation Node | UDKAnimBlendByPhysics, shown next, which you can hook up to the Animation output of the AnimTree node. This node is usually the end node for all the animation to parse through. It covers situations such as walking, falling, and swimming. Additional inputs can be added by right-clicking and choosing Add Input.

  2. From the PHYS_Walking output extend to a New Animation Node | BlendBy | UDKAnimBlendByIdle, shown in the next screenshot. This gives us a control to switch between Idle animations and Moving animations. There...

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