Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
Bit of a noob question now but I've rigged a character in Maya for use in UDK and would like to begin animating him. What I'm wondering is once I've got an animation done how do I save that and go on to make another animation within the same Maya session? As I understand UDK will import your animations as 'animsets' along with the skeletal mesh, but so far all of the skeletal meshes I've made have only required a single animation, so how can I get all of the animations this character will have, along with the skeleton and the mesh, into a single .FBX?
For example, I've got my guy running, and it all looks very cool and I'd like to go on to make an animation for him jumping, but with only one timeline how can I animate this? Do I need to put it later on in the timeline? If I do will UDK recognise this as a seperate animation?
I'm very new to rigging and animation so this might seem a silly question, but I'm very grateful to anyone who fancies helping me out
hey martin,
download the actorx plugin for maya and stick it in the plugins folder, restart maya, open your project, make all your animations required in a row in any order you like, type 'axmain' in the MEL box to bring up actorX Exporter - that is where you name the mesh, animation and its timeline range, repeat the animation name saves to keep adding new anims to the PSA file for use in UDK.
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