Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 25-06-2011 , 07:01 PM
KartoonHead's Avatar
Subscriber
Join Date: May 2011
Posts: 39

Animsets

Hi all,

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 user added image

Thanks,

Martin.

# 2 29-09-2011 , 12:10 PM
Registered User
Join Date: Mar 2011
Posts: 1
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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