This page is relevant to:
Modellers exporting Unreal Tournament models from 3D Studio Max using
ActorX
Okay, if you are still with me, let's go through the steps it takes to get your own animations into UT. It can be very rewarding to see yer own animations on your new skeletal character ingame. Anyway, go ahead and load a biped file for the animation you want to export. For this example, I'll be doing a sequence called run. In the animation file name textfield, type the name of your mesh. This will be the name of your psa file. What I normally do is use the same filename as the psk file.
The animation range is the range of animation frames you want to use for the animation. For instance, if you have a biped file that has a range from 0-528 (529 frames total) and the run sequence is frames 62-82, that is what you want to type into this slot. When you press the Digest Animation button, the animation sequence is stored in the Animation Manager.
As you can tell, the animation sequence, run, has been loaded into the Animation Manager. To the far right, notice there is a list of other animation sequences. These are the other animation sequences I defined earlier.
Let's go over the Animation properties first though....
If your model will use AMS or UT animation code, make sure you use the names specified in this animation list.
Go ahead and press the --> button to copy the animation into the animation file (psa). Just repeat these steps to keep adding animations to the psa (for the model). When you are done, just click the Save button.
Okay, now is the shady part. Type in the name of the class and superclass. I always check the Explicit Animation list checkbox so I can adjust things in UnrealScript (yes you can adjust the animation rate, etc in the .uc).
The class and superclass you choose are written into the sample script ActorX exports. If you're using these tutorials, you will want to paste bits out of these scripts, but you won't actually want to use them. So, to avoid them getting compiled too, set the class name to something like "DeleteMe_MyModelName". For the superclass, if you're not actually using the sample script, you're probably OK using "Actor". Remember to find the sample script (this is why it needs a noticeable name) and rename it to have the extension .txt so UCC won't try to compile it!
Future sections of the AMS tutorials will refer to a "#exec script". Find the script exported by ActorX, open it with Notepad, and look for a block of lines which all start with "#exec". These are your #exec script. If you paste it into a class (UnrealScript file), the compiler will import the model while parsing the class.
If you need to paste these lines into a script which is in a different folder, or the script includes TEXTURE IMPORT lines, you should make sure the files are where the compiler expects them to be. The current directory for all imports is the package directory (e.g. C:\UnrealTournament\MyPackage) so FILE=Textures\Whatever.pcx refers to C:\UnrealTournament\MyPackage\Textures\Whatever.pcx. If you want to refer to a direct subdirectory of the UT base directory, use .. to represent "up one level", e.g. FILE=..\Help\UnrealLogo.bmp (you won't usually want to use this).
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