What students are saying about Joe Crawford
Founder of Teaching 3D
"Thank you Joe! YOU ARE THE BEST!" - Cindy Hsu, Radical Entertainment
Documentation to read:
http://udn.epicgames.com/Three/FBXSkeletalMeshPipeline.html
http://udn.epicgames.com/Three/FBXAnimationPipeline.html
http://udn.epicgames.com/Three/UDKCustomCharacters.html
(Has example files of character models and skeletons for UDK)
How To Get A Character Or Other Animated Object Into UDK
The standard method of bringing characters and other skeletal meshes into UDK is by using the FBX file format. FBX is a file format that many applications can read and write. It can handle rigging and other complex data that isn't saved in simpler formats such as *.ase or *.obj
Since UDK also uses FBX files for static meshes, the key to making skeletal mesh is to have a skeleton and a deformer which causes verts to move based on the motions or the skeleton objects.
Maya's "Smooth Skin" system is such a deformer, and it will be used for the examples below. Similar methods can be used to export characters from 3dsmax, Blender, or other software.
Maya To UDK
Create your own skeleton for your model, or use the stock skeleton.
Bind your model to the bones. ( Skin > Smooth Skin > Bind Skin )
Export your rigged skeleton model for UDK.
Export Selection
File Type: FBX export
Make sure smoothing groups is checked
Make sure per vertex normals is unchecked
Smooth mesh off (unless you want objects to have their SDS smoothing)
SDS means subdivision surface which means catmull clark subdivison
which means pushing 3 in Maya
Make sure animation is checked
If you are using the naming conventions from this website, call your exported file: your_model_name__skelmesh.fbx
In UDK, go to the content browser, and choose "import" to bring the FBX into UDK as a skeletal mesh. Pick your file and click OK. (The default import options should work in most cases.)