UDK RAGDOLL PHYSICS now WITH RESPAWN

I meant to record this in the first video, but I thought it ran too slowly when capturing, just figured out I merely needed to re-encode the UDK movie capture. Here you can see as each Pawn dies, it spawns a replacement so it goes on forever (or until they find the edge of this cube(THEY WILL)).

The ai is still very stupid, less than stupid, it simply chooses a random place, if it can see it, it goes there, if not, it chooses again. The result is there is ZERO determination to their actions. I’m about to give him some BOXING animations and maybe model up a Boxing Ring. Yes I think that will be next, then I will make BoxingPawnAI and give him a real brain (at least enough to throw down).

UDK Custom Character RAGDOLL PHYSICS DEATH

So I’ve taken my Player model that I made, given him some basic animations and movement, coded a bot from him with very simple wandering ai (no goal, just wanders to random points) and now I have created a Physics Asset for him which is working well so far. The wander bots have a 10% chance of death each time they move, inducing the ragdoll to take over.

All classes from scratch, NO UT CLASSES USED, all classes extend from either ‘UDK’ classes or ‘GAME’ classes, but never UT specific(I hate those).

Once I am done playing with all of this, I plan to write some easy to follow tutorials that show how to do things the ‘base’ way instead of the ‘lets mod UT’ way.

*UPDATES* July 27

Been working mostly with 3dsmax to get some custom characters for udk ready.

I’m not an artist. I also have my own weapons class ready (not using UT classes), so I’m gonna need to model some of those.

O yea the world will probably need buildings and stuff too… I’m working on my first 3d car model, then I’ll code it up.

Heres the last render I did:

Female One Head

Female One Head

3DSMAX to APEX PhysXLab to UDK Demonstration

Ok, So basically all I did was make and texture this simple building in one piece in 3DSMax and exported to FBX format into APEX PhysXLab, broke it up a bit and gave it some basic damage settings,etc… Then I exported an APB(APEX ASSET) and brought that into UDK as an asset. Works pretty good, still needs tweaking.

You may notice I broke my own rule about using the default stuff from Unreal Tournament. This is because the custom character I am working on does not have a weapon with which to cause damage with. So this is merely a Proof Of Concept for my own learning and it looks cool. Now that this is done, I will be back to working on some more character animations for my model(and weapons ofc). The map this will all go into will be an open roam urban setting in which most everything is destructible, especially all the buildings.

 

THIS IS FUN!

:)

 

 

New Character For UDK Projex!

Well, Blockhead model was fun for figuring out how to use udk animsets and getting a custom character in game, but honestly, that model sucked and I didn’t spend nearly enough time on it. THIS model is the result of starting over and watching some good tutorials on face modeling in 3dsmax. I understand much more than I did when I made Blockhead. This is my generic male face and I will be starting on the body next.

Blockhead’s First (and last) day of life.

I took the original blockhead model and gave him a low detail head shape. I took a frame the the cartoon Archer and created this material for his face and suit.

I rigged him and animated him with 3dsmax before exporting to Actorx and Importing into UDK.

He has Walk,Run,Jump and Idle and an additive animation for WALK_FLASHLIGHT and IDLE_FLASHLIGHT.

He is derived from UDKPawn and does not use any UT classes. The Flashlight is extended from UDKWeapon not UTWeapon.

The flashlight has a bone near the lens where there is a SpotLight Component Attached.

Hey I didn’t forget about the request for me to do a tutorial on creating a flashlight, I’ll make one soon, Promise!
BUT….. Blockhead is DEAD, I wont be working on that model anymore(I will still be making flashlights though).

The next model (just uploaded it to youtube today) is much more detailed than blockhead was (OMG he actually has a nose!).

UD…Who?

This blog is a place for me to show off my efforts in working with the Unreal Development Kit  ( UDK ).

I’ve been working with UDK since I found out about it in January 2010 and I always like to hear what people think of what I’ve been spending my time on.

I also plan to create some video tutorials on difficult subjects I feel have either been ignored or not covered properly. This will happen as soon as I can get a decent video capture program. I have to jump on the bandwagon for this one and say ‘I agree, I used to love it, but FRAPS SUCKS!’ I develop on a 42″ HD LCD and I don’t like to downscale my resolution.

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