Question: I want to use a VertexAnimation, I made in StudioMax and get it into UnrealTournament 2003?
Answer: In
most of the cases I would recommend to produce a skeletal animation. But if
you want to use a Vertexanimation, you need to download a recent version of
the ActorX plugin.
Download it here: ActorX (vers.
5) (128 kB) and move it to your Studiomax/plugins folder.
Open your file in StudioMax, bring up the ActorX plugin and define a path you want to save your files to.
The section
of the ActorX panel, which you need now is at the very bottom of the panel and
is called Export Vertexanimation. Create an _a.3d and an _d.3d file for the
Animation and the Mesh Data for Unreal.
Now you can setup a folder called "kicks" (in our case) with the subfolders
requested, which have to be called "Classes", "Models" and
"Textures". The _a.3d and _d.3d files go into "Models".
Any textures you used put into "Textures".
Create a text file called kicks.uc and put it into the "Classes" folder. This file will contain the basic Unreal Script code, which controlls the behaviour of the new actor we are about to compile.
//============================================================================= class kicks extends Actor placeable; #exec
MESH IMPORT MESH=kicks ANIVFILE=MODELS\kicks_a.3d DATAFILE=MODELS\kicks_d.3d
X=0 Y=0 Z=0 #exec
MESH SEQUENCE MESH=kicks SEQ=All STARTFRAME=0 NUMFRAMES=101 #exec TEXTURE IMPORT NAME=kickstex FILE=Textures\stripes.pcx #exec
MESHMAP NEW MESHMAP=kicks MESH=kicks #exec MESHMAP SETTEXTURE MESHMAP=kicks NUM=1 TEXTURE=kickstex
simulated function PostBeginPlay() defaultproperties |
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After you opened the Unreal Editor, you will find kicks in the Actor classes as a placeable item. Just right click on the floor of your 3D view window and select "Put Actor kicks here".
Play! See it move!
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