Copyright © 2015 Curt Hill UDK Animation with Kismet and Matinee Visual Scripting.
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Transcript of Copyright © 2015 Curt Hill UDK Animation with Kismet and Matinee Visual Scripting.
Copyright © 2015 Curt Hill
UDK Animation with Kismet and Matinee
Visual Scripting
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 UnrealScript
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 F4 or Right Click and
show the properties• Open up Collision properties• Select COLLIDE_BlockAll from
Collision Type drop down• This prevents player from walking
through the moverCopyright © 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
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Kismet Has Started
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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
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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 triggeredCopyright © 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 KeyFrame• 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 KeyFrame• 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 KeyFrame 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
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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 closeCopyright © 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