Thursday, October 3, 2013

Sr Project 9/2/2013

My part of this part of the sr project was primarily based around the coworker and the forklift. I had a lot of issues getting the forklift to work mainly because I started with individual skeletal meshes for each part of forklift. My first challenge was to export all the skeletal meshes for the forklift and then reimport them into 3DS Max. The problem I ran into after this was that even though I had all the parts imported into 3DS Max they still did not have a accurate pivot point, and It would not let me change the location of the pivot point. I ended up taking advantage of the control you have when importing an object to get the accurate placement and to get all the meshes in the right spots.
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After I got the meshes imported and placed in one file the next challenge was to add bones and rig the forklift to get it ready for animation. This would be easy but I have never done any kind of rigging in 3ds max before so it was a huge challenge for me. After some research I was able to figure out how to use the bone tool and get it rigged. I only used 4 bones and rigged it to the 4 wheels,  this way I could do some basic animation like the turning of the wheels. After you create the bones and get them generally in the right spot you need to make sure that the bones are centered with the wheels so that when you do your animation you get a clean rotation and not a skewed rotation on the wheels.

So now that the forklift was rigged and animated the next part was to get it imported into UDK. This part was actually fairly easy. All you have to do is export the forklift with the animations to an FBX file and then when you have UDK open you can just click and drag it into the content browser. Once you do this it will give you an import dialog box and you have to change the settings so the import is named appropriately and its designation is the right package. So now we have a forklift in UDK that we can use and the great thing about this project is that it picked up the textures from the previous skeletal meshes so I didn't have to retexture the forklift after it was imported.
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After I go the forklift done I needed to fix the coworker because unfortunately the coworker was not textured when I imported him. I was really confused for a while as to why this was and after analyzing the situation I found out why. I'm not the best when it comes to UDK so I didn't notice this right off the bat but what I found out was that the materials that were loaded in with the coworker didn't have 2DTextures applied to them. This was a simple fix just by opening the materials that the coworker was using in the material editor then dropping in the appropriate texture and attaching the black to the uv so that they show up.

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