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HyperSushi on Unreal

Thursday, March 14, 2013. Custom Characters in UDK. There have been some changes to the way one gets the character into UnReal since Unreal Ed. With UDK, things are a little more straightforward but also complicated in other ways (especially if you are used to doing it the old way). So here are some pointers (a full tutorial is in the making I guess):. 1 Save you packages into UTGame/Content (to avoid UDK failing to locate your files). 2 Make a directory in your Development/Src/Name of Your Game/Classes.

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HyperSushi on Unreal | hyperunreal.blogspot.com Reviews
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Thursday, March 14, 2013. Custom Characters in UDK. There have been some changes to the way one gets the character into UnReal since Unreal Ed. With UDK, things are a little more straightforward but also complicated in other ways (especially if you are used to doing it the old way). So here are some pointers (a full tutorial is in the making I guess):. 1 Save you packages into UTGame/Content (to avoid UDK failing to locate your files). 2 Make a directory in your Development/Src/Name of Your Game/Classes.
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1 hypersushi on unreal
2 etc etc etc
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4 posted by kevin
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6 older posts
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8 introduction to modding
9 introduction to kismet
10 kismet enabling triggers
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hypersushi on unreal,etc etc etc,defaultproperties,posted by kevin,no comments,older posts,topics,introduction to modding,introduction to kismet,kismet enabling triggers,kismet movable platforms,kismet blinking lights,making a terrain,skybox vs skydome
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HyperSushi on Unreal | hyperunreal.blogspot.com Reviews

https://hyperunreal.blogspot.com

Thursday, March 14, 2013. Custom Characters in UDK. There have been some changes to the way one gets the character into UnReal since Unreal Ed. With UDK, things are a little more straightforward but also complicated in other ways (especially if you are used to doing it the old way). So here are some pointers (a full tutorial is in the making I guess):. 1 Save you packages into UTGame/Content (to avoid UDK failing to locate your files). 2 Make a directory in your Development/Src/Name of Your Game/Classes.

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1

HyperSushi on Unreal: Custom Character in Unreal: Part 2

http://hyperunreal.blogspot.com/2009/09/custom-character-in-unreal-part-2.html

Friday, September 18, 2009. Custom Character in Unreal: Part 2. You will need to make a special material for the Custom Character called MaterialInstanceConstant. This is required for team faction colours and other multimplayer modes. Just right click on the grey area like in the picture. Go to the CH All package and select the IronGuard Base Material. Apply it to your MIC Material under FontParameterValues- Parent. Apply the relevant textures to the relevant slots. NOTE: If your character does not appea...

2

HyperSushi on Unreal: Setting up a Custom Character

http://hyperunreal.blogspot.com/2009/04/modding-character.html

Monday, April 6, 2009. Setting up a Custom Character. This is one area that is not covered in Jason Buzzby's video tutorials. Surprising because I would think that many modders would be interested to mod not just a level but to create characters of their own and populate it in their Unreal levels. I will attempt to offer a very simple a straight-to-the-point guide as other online tutorials do a good job explaining things in detail. There are 4 basic rigs/meshes to use:. In case you do not see Character S...

3

HyperSushi on Unreal: Machinima: Making Custom Character Animation Part 1

http://hyperunreal.blogspot.com/2010/08/machinima-making-custom-character.html

Monday, August 23, 2010. Machinima: Making Custom Character Animation Part 1. This tutorial will help you make custom animation for existing characters in Unreal, in order to make them do certain animations that do not exist in the AnimSet within Unreal. In my example, I will make a Krall character do some kung fu fighting by using some motion capture files and incorporating it in Character Studio, then exporting it to Unreal. Expand upon the Layers menu. Create Layer and select Bip01 and move it to ...

4

HyperSushi on Unreal: Custom Character in Unreal: Part 1

http://hyperunreal.blogspot.com/2009/09/custom-character-in-unreal-part-1.html

Friday, September 18, 2009. Custom Character in Unreal: Part 1. First, notice the IronGuard character is built in parts. This is to facilitate swappable body parts within Unreal. Export the individual parts in PSK files. You should have:. In your Generic Browser, Import all these PSK Files. Next, Import all the textures for the character as well as the mugshot (512x512 image). The mugshot is a UI Texturegroup. A Normal Map for a Character obviously goes to the TextureGroup CharacterNormalMap. Notice the ...

5

HyperSushi on Unreal: FaceFX in UnReal: Part 2

http://hyperunreal.blogspot.com/2009/10/facefx-in-unreal-part-2.html

Tuesday, October 27, 2009. FaceFX in UnReal: Part 2. Open up UnReal Editor and import the sound and Marcus static mesh you exported in Max earlier. You should have a 16bit wav sound file ready for this exercise. Turn on bAutoCreateCue. You need a SoundCue file to work with FaceFX Studio. Select on the Marcus static mesh, right click and Create New FaceFX Asset. Import your .fxa file into this FaceFX Asset. You are now ready to work with FaceFX Studio. Go into Animation Manager and. Click on "Blink" and n...

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HyperSushi on Unreal

Thursday, March 14, 2013. Custom Characters in UDK. There have been some changes to the way one gets the character into UnReal since Unreal Ed. With UDK, things are a little more straightforward but also complicated in other ways (especially if you are used to doing it the old way). So here are some pointers (a full tutorial is in the making I guess):. 1 Save you packages into UTGame/Content (to avoid UDK failing to locate your files). 2 Make a directory in your Development/Src/Name of Your Game/Classes.

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