This week had a few breakthroughs for me in terms of C2 and Maya based skinning and rigging for UDK.
For a long time, I have been researching, testing and even asking around the net about how to do certain things in Maya to make a skeletal rig export fully to UDK. That is a rig containing bone date, constraint data, animation data, and texture detail data. However for the longest time, not many resources had what i was looking for until I managed to reverse engineer the Batman from Arkham Asylum (shout out's to Brian). By doing so, I managed to now fully understand the development pipeline for exporting a skeletal mesh from MAYA to UDK.
As far as C2 is involved, I managed to finaly work with else statements and the concept of Functions to create a simple enemy controller. Although it does not move, all the other events concievable such as damaging the player, pushing the player back, and its own destruction
For a long time, I have been researching, testing and even asking around the net about how to do certain things in Maya to make a skeletal rig export fully to UDK. That is a rig containing bone date, constraint data, animation data, and texture detail data. However for the longest time, not many resources had what i was looking for until I managed to reverse engineer the Batman from Arkham Asylum (shout out's to Brian). By doing so, I managed to now fully understand the development pipeline for exporting a skeletal mesh from MAYA to UDK.
As far as C2 is involved, I managed to finaly work with else statements and the concept of Functions to create a simple enemy controller. Although it does not move, all the other events concievable such as damaging the player, pushing the player back, and its own destruction