UDK Animation with Kismet and Matinee Visual Scripting
- Slides: 36
UDK Animation with Kismet and Matinee Visual Scripting Copyright © 2015 Curt Hill
Previously • We know some of the basics of level creation: – BSP and CSG – Placing static mesh actors – Lighting – Sound – Several miscellaneous other things • So far everything is static – Lets do simple animations Copyright © 2015 Curt Hill
Kismet • High order animation editor • Anything you can do with this you can also do with Unrealscript – In the same way that C++ is higher than Assembly – Anything you can do in C++ you could also do in Assembly • If you can do it with Kismet it will be easier than Unreal. Script Copyright © 2015 Curt Hill
Classification • The Unreal engine classifies actors • A static mesh is unmovable – That makes it easier to render • What we want now is to convert a static mesh into a Mover – A Mover can be moved by the animator • All that is needed is to reclassify the item • We do this with a right click Copyright © 2015 Curt Hill
Pictures • In the next screen shots I have inserted a base and half of a blast door • I will select the base • Right click and convert to Mover Copyright © 2015 Curt Hill
Base and Door Copyright © 2015 Curt Hill
Base Selected Copyright © 2015 Curt Hill
Right Click Menu Copyright © 2015 Curt Hill
Collision Type • We now set the collision type • Select the base – If not already • Use function F 4 or Right Click and show the properties • Open up Collision properties • Select COLLIDE_Block. All from Collision Type drop down • This prevents player from walking through the mover Copyright © 2015 Curt Hill
Block_All Copyright © 2015 Curt Hill
Kismet • Select the item in question, the base • Kismet may be started with: – The K button on the toolbar – View menu and Kismet submenu Copyright © 2015 Curt Hill
The K Button Copyright © 2015 Curt Hill
Kismet Has Started Copyright © 2015 Curt Hill
A new event • Right click in the blank Kismet editor • Choose the new event with the Mover actor that was selected • This gives the following two screens Copyright © 2015 Curt Hill
Choosing a New Event Copyright © 2015 Curt Hill
Resulting Graph Copyright © 2015 Curt Hill
Graph Explained • This is a visual way to describe events and their actions • A pawn is the player or other active agent • To attach in this case is to stand upon • This triggers the play action – Denoted by the arrow • When this is done the Reverse action is triggered Copyright © 2015 Curt Hill
What Do We Want? • We want two animations: elevator moves up and elevator moves down • This should be activated when the player stands on the platform • This should be dependent on where the elevator is when we start • Since the motion is straight line we only need to show the beginning and ending locations Copyright © 2015 Curt Hill
Next • We open Matinee and setup two key frames • We double click on the Matinee icon in the graph • We should get this: Copyright © 2015 Curt Hill
Matinee Opens With Kismet Copyright © 2015 Curt Hill
Display is Time • The main display is the time the animation will take • You can drag this display left and right and see more or less of the times • Notice the red triangles on the bottom • Drag the right one to change animation length • The black bar is the time for the current keyframe Copyright © 2015 Curt Hill
Time Bounds Copyright © 2015 Curt Hill
Selecting Key. Frame • With Matinee in focus you hit enter • This refers Matinee to the current state of the perspective window • You should set (in Red) the name of the keyframe – Numbered from zero – It should also show a time • On the first keyframe your perspective frame should be fine Copyright © 2015 Curt Hill
Next Key. Frame • Move the black bar to the last keyframe and again hit enter • Then return to the perspective view • Move the actor to its new location Copyright © 2015 Curt Hill
Second Key. Frame Raised Copyright © 2015 Curt Hill
Commentary • The yellow line in the previous picture is the path that the Mover will take • We can now play our animation • First hit the stop button and then the play Copyright © 2015 Curt Hill
Playing Copyright © 2015 Curt Hill
Triggers • Under the Actor Class tab of the content browser and common are triggers • A trigger can initiate an animation as well • Triggers may be: – Hidden – they coincide with a static mesh – Not hidden – they appear as a switch • One trigger may activate multiple animations Copyright © 2015 Curt Hill
Process • Drag the trigger onto the level • Set the properties, including sizing and positioning • With the trigger selected start Kismet • Select the trigger and then touch • See next two slides Copyright © 2015 Curt Hill
Trigger On Mesh Sphere Copyright © 2015 Curt Hill
Creating an Event Copyright © 2015 Curt Hill
This time • Matinee does not automatically appear as it did before • What you see is just the trigger • Right click to make Matinee appear • Drag the event to the Matinee play • Matinee proceeds as normal • Multiple matinees are allowed to animate multiple things • The trigger and the animation do not need to be close Copyright © 2015 Curt Hill
Two Matinee Events Copyright © 2015 Curt Hill
Finally on Triggers • Like before the meshes must be converted to movers • They should have appropriate positions • Many things will already have the collision type properly set Copyright © 2015 Curt Hill
Problems • I could not this to animate on my Win 7 machine (AMD processor) – The metal base did not need a jump to get on, so it may have been a position problem – Or something completely different • Worked fine on this one • Could see no differences • Hope the demo goes well Copyright © 2015 Curt Hill
Finally • You are now ready to do a complete level • Lets do the demo Copyright © 2015 Curt Hill
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