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  #1  
Old 07-28-2011, 10:37 AM
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barakas barakas is offline
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Default udk animation compatibility?

Forgive the ignorance of this question, I have no experience using the UDK. However I'm thinking of getting stuck into it in preparation for release of the RO2 SDK.

Is it possible for me to work on animations for a 'blank' skeletal frame, and then use those animations on the models that come with the RO2 SDK?

Or do animations have to be built specifically for the model its going to be used on.

Also, can 'stock' animations that come with the UDK be easily modified to work with RO2 models, or again do they have to be tied to a specific model?
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Old 07-28-2011, 03:47 PM
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What animations are you planning on making? I would just wait for release and use existing skeletons, otherwise I would imagine you would end up giving yourself a lot of extra work. If it's for ingame characters I dont see why you cant just do a unrefined animation of what you want on a standard biped and use that for reference when the game ships?
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Old 07-30-2011, 04:58 PM
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If I remember correctly, rigs from the UDK can not be used on a commercial product.
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Old 07-31-2011, 12:38 PM
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Originally Posted by Yoshiro View Post
If I remember correctly, rigs from the UDK can not be used on a commercial product.
Does this mean they can't be used at all for RO2 (as its a commercial product), or does this mean they can't be used if the mod is intended to be sold (ala Rising Storm)?
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Old 08-01-2011, 02:18 AM
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Both RO2 and Rising storm would fall under the same category of commercial product. The difference being you need to buy RO2 to play it's mods while a mod of the UDK would be free for anyone to play.
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Old 08-03-2011, 11:39 AM
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Quote:
Originally Posted by Yoshiro View Post
If I remember correctly, rigs from the UDK can not be used on a commercial product.
Yep any skeletal meshes are a no go.
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Old 08-12-2011, 07:30 AM
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Uh so we can't make custom animations, is that what you people mean? Or did I misunderstood you (I hope!)?

Can't we import RO2 skeleton to 3d app and create new animations for it, then export it back to RO2 format?

Or create a whole new rig and create animations from scratch and use those for just certain things (like non player characters / objects)
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Old 08-12-2011, 08:34 AM
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Originally Posted by prowokator View Post
Uh so we can't make custom animations, is that what you people mean? Or did I misunderstood you (I hope!)?

Can't we import RO2 skeleton to 3d app and create new animations for it, then export it back to RO2 format?

Or create a whole new rig and create animations from scratch and use those for just certain things (like non player characters / objects)
I would assume it is like this:
You can do your own rigs and use it for everything you like.
If TWI makes the player rig(s) public, you can create additional animations for those.
You can not use animations that come with the UDK to import into HoS.
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Old 01-12-2012, 01:27 AM
ankush34a ankush34a is offline
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nothing you can fix like that if you look at it you will see that instead of the texture that is the arm they buged it and used the body texture on the arm, soooo if you plan to fix it all you need to do is open something where you can change textures on skins and put on the right texture for the arms. Hope this helps =)
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