Maya ----> UT2003 Character Model Tutorial
By Sundeep Dass
Written March 2, 2003
Alrighty, let's pause for a moment and analyze
the UED interface, mainly, those three boxes up above the 3D view.
They look like this:
This is what those boxes are categorizing:
Make sense? OK, so click on the package
box, and choose the Jugg package (don't worry, you won't lose
-Now, Go to Mesh --> Copy Mesh properties.
-Go back to "your" package. (For me, that would be Freak)
-Then go to Mesh --> Paste Mesh Properties.
Your mesh should be standing upright, and scaled down a bit. This also made some other changes to your mesh which we'll get to later. First, Let's import your animations.
From the Animations browser, Go to File
--> Animation Import. Find your PSA file then click Open.
You'll get this screen:
Make sure your package name is the same, then click OK.
Your animations should be imported and you should see your big ol' list o' sequneces on the left.
Now, go to Edit --> Linkup animation and mesh. ( It looks like nothing happens but this is VERY IMPORTANT. If you don't do this, expect crashes from UED)
Your animations should now automatically be linked up to your mesh. Try selecting a sequence and pressing the play button in the playback controls. Now's a good time to check and see if all your animations are playing back correctly. If your mesh is deforming in strange ways, make sure you deleted history on all your geometry. Also, make sure you used Smooth bind when attaching your character to your skeleton. If your mesh does have issues, make the changes, and re-import the PSK.
Alright, the character is textured AND moving in UED. You're done, right? HELL NO. Time to adjust the sockets...
UT2003's animation system is pretty complex when compared to UT's. The new game does a very nice job of blending running and firing animations together. You also have those cool body part effects where arms catch on fire when hit and legs get blown off when they run into rockets. How do they do all this? And can your model do it too? The answers are: "Sockets," and "yes"
So sockets work like this: You basically flag a joint in your skeleton to an alias hardcoded into the engne. These alias include, but are not limited to: the weapon placement, shoulder corona placement, adrenaline speed trails placement, etc.
So how do you make sockets? Well, when you copied and pasted (is that a word?) the Jugg's mesh properties onto your model, you also copied some sockets. The problem is that those sockets are flagged to Biped bones, which you don't have in your skeleton. So what you have to do is edit the sockets so they correspond to YOUR bone names. Here's how:
In the Animations browser, under the mesh
tab, open up the Attach tree, then open up the Sockets tree. You
should see something like this:
The line you want to change in each socket is the "Bone Name" line. You want the "attach alias" line to match up with the right bone in your skeleton. We'll get to that shortly, but first you are going to want to add five additional sockets to your model, for a total of 16. To do this, click on the Sockets line, then click the Add button until you have 16 sockets.
When Editing Sockets, you'll want to
see your skeleton in the 3D view, as well as your bone names.
To do that, look at the row of buttons
on the animations browser window and:
To edit the "BoneName" parameter, click on the BoneName Text, then type in your bone name. If your bone name has spaces in it, type your bone name within quotation marks (ex: "Right Shoulder")
Here's a brief explanation of each socket's attach alias and which bone you want to assign to that socket:
Socket 0: Alias: righthand. This is where the weapon goes. Assign your weapon bone to this scoket.
Socket 1: Flag hand. Where the flag gets attached when your character takes the flag. Assign this wherever you want the flag to appear on your character.
Socket 2: rshoulder. Attaches right shoulder corona to this joint, so assign your right shoulder joint to this socket.
Socket 3: lshoulder. Same thing as rshoulder, but for the left side.
Socket 4: rfoot: The flag for the right adrenaline speed trail. Assign your Right foot (ankle) joint to this socket.
Socket 5: lfoot: Left speed trial, assign left foot joint.
Socket 6: head: Used for big head mutator, head blown off, etc. Use your neck joint.
Socket 7: spine: when your torso gets blown off, and other stuff. Use one of your lower back joints.
Socket 8: rthigh: when your right leg flys off, catches fire, etc. Use your right knee joint.
Socket 9: lthigh: when your left leg flys off, catches fire, etc. Use your left knee joint.
Socket 10: rfarm: Effects for your right forearm. Use your right elbow joint.
Socket 11: lfarm: Effects for your left forearm. Use your left elbow joint.
So that does it for the Sockets that you copied from the Jugg model. For the next 5 five Sockets, you are going to be filling in the AttachAlias as well as the BoneName. By the way, these joints are used for animation blending purposes. If you don't include them, your animations will look like ass.
Here we go, type in the name I indicate
for AttachAlias, then fill in your corresponding bone name based
on the advice I give you:
Socket 12: AttachAlias: Bip01, BoneName: use your skeleton's root bone.
Socket 13: AttachAlias: "Bip01 Spine" (<--- use the quotations) BoneName: Highest Spine bone in your hierarchy.
Socket 14: AttachAlias: "Bip01 Spine1"
BoneName: Next spine bone in your skeleton.
Socket 15: AttachAlias: "Bip01 Spine2" BoneName: Yup, next spine bone you got.
Socket 16: AttachAlias: "Bip01 Head" BoneName: Your neck bone.
Ok, so you just configured a bunch of sockets.
Now do this, because it's IMPORTANT:
1. Scroll back up to the top of the sockets list.
2. Click on ApplyNewSockets
3. From the pull down box, select True.
It may look like nothing happened, but UED really just applied your changes very quickly, then defaulted back to False. Do it again a few more times if you want to be safe. Now save your UKX file by going to File ---> Save. UED should default to the UT2003\Animations directory and the file name for the UKX file will be your package name. Save it.
Next Page: Scale, Position, Notifies.