Author : polygoo


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Mezz's Avatar
Old (#1)
Okay, so recently I've been doing some animation and rigging work from 3DSMax to UDK, and I've run into a bit of a wall...

Basically, I have one body I'm working from, and 6 different heads, all that match to the body. What I'm wondering is how I could switch from one head to another without loading a new body. Meaning, have the body loaded with Head 01, and then switch it out for Head03, but have the skeleton and animations work seamlessly on either one.

Any ideas or suggestions would be great! Right now, I have the body rigged and working. Also, one test head attached and welded to the body with animation for testing in UDK.

Thanks a lot!
Offline , polycounter, 1,167 Posts, Join Date Jun 2008, Location Toronto, Ontario  
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Lamont's Avatar
Old (#2)
It's done in the character ini setup. Needs to have the same bone network as the body (so animation that is called is matched).
Lamont G.- Environment Artist - UbiSoft Osaka
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Offline , card carrying polycounter, 2,278 Posts, Join Date Dec 2008, Location Japan Send a message via MSN to Lamont  
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Mezz's Avatar
Old (#3)
Cool, thanks!

Could you elaborate a bit on the character ini setup? I'm a bit unclear about that. Does it have something to do with the Default/UDKCharInfo.ini?
Offline , polycounter, 1,167 Posts, Join Date Jun 2008, Location Toronto, Ontario  
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