
Well this is my duck ready for testing in udk, its going to be more of a background animal so the worries about the texture not quite matching probably dont matter.
I have a little loop animation for the duck swimming.
After some searching and experimenting i got the animation to work
my tut for getting animations to work in udk (for future reference)
'ok so for an animation to work in udk
sO basically model your character in max and then export as a fbx, tick 'animation' 'Bake Animation' and deformations
Open udk and import the mesh as usual in the content browser, it should also make an anim set of the same name.
Double click the anim set and pres the play button to make sure it animates.
Drag the asset into the udk scene then open kistmet.
rightclick, new event, level loaded
right click, new matinee
Link loaded and visible from 'level loaded' to Play in the 'matinee'
click level loaded
Max triggercount1 (for it to loop)
click matinee tick looping
Open the matinee, right click in the black and choose add new skeletalmesh group.
Select the name of that skeletal mesh group and in group anim sets, 'add new item' select the anim set in the content browser.
There you go.
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