Tuesday, 22 January 2013

DViewPaint II

http://www.scriptspot.com/3ds-max/scripts/dviewpaint-ii

DViewPaint II is used to sketch 2D animation on top of 3dsMax`s viewports but can also be using for reviews and critiques as well

No Data after improting camera from .fbx to 3DsMax

Two problems:

One : When the camera import to 3DsMax. It stay same position, not moving at all, but does rotate.
Solution 1: Using send to MAX. But somehow it still stay same position. But cameras do have translation information on FCurve.
Solution 2: Before send to MAX create a new object ( box, null, etc...) into scene. then send with the new object. Works!

Second : Cameras don't show up when import or sent to MAX.
Solution: Back to Motionbuilder then go to navigator. To see if cameras appear on the Camera List but not Scene List. Delete the Cameras then Undo ( Ctrl+z ). It should be appear on the scene list. So now it is good to go to Max or Maya.

Tuesday, 11 December 2012

UDK app crashes on launch



Solution
""
Solved by smart guy called Martin
Remove the following from .mobileprovision:

<key>get-task-allow</key>
<true/>

now work on all devices without problems.
""

I modified not only the .mobileprovision from iturn
but also
UDK-2012-07\MobileGame\Build\IPhone
UDK-2012-07\Binaries\IPhone

Really thanks Martin.

Thursday, 8 November 2012

Wednesday, 15 August 2012

Adding a new project in UDK

I got a new ipad but it can't work with the Feb-2012 vision. Therefor I downloaded the newest one which is July-2012 from the official web. It also means that I have to reset my project.

I have no problem setting my new project in VStudio. But kind forgot how to add my project as EditPackages.

I am going to write down just in case I might forget next time.
we could set up the project by two ways. I am not really sure what's the different but both are working.

In ...\UDK-2012-07\UDKGame\Config

Open either "DefaultEngine.ini" or "DefaultEngineUDK.ini"
find [UnrealEd.EditorEngine]

you will see something like [UnrealEd.EditorEngine] in "DefaultEngine.ini"
+EditPackages=UTGame
+EditPackages=UTGameContent

and [UnrealEd.EditorEngine] in "DefaultEngineUDK.ini"
EditPackagesOutPath=..\..\UDKGame\Script
FRScriptOutputPath=..\..\UDKGame\ScriptFinalRelease
+EditPackages=UDKBase
+EditPackages=UTEditor
;ModEditPackages=MyMod
AutoSaveDir=..\..\UDKGame\Autosaves
InEditorGameURLOptions=?quickstart=1?numplay=1

Adding your package under the [UnrealEd.EditorEngine] area as below:
+EditPackages=MyGame


From now UDK should identify your project.

Wednesday, 18 July 2012

Reference Books for UDKScript


I found two books might help for developing UDK Script.

http://www.amazon.com/dp/B006MGDJBS/ref=kcr_store_sample


Actually, they really did! If you are just new to UDK script then I strongly recommend them.
 especially the first one :

Unreal Development Kit Game Programming with UnrealScript: Beginner's Guide.


Week One: Spending time set up the Visual C++
Week Two: Follow a lot of tutorial and getting understanding how UDK script work. spawn a cube base on camera' position and rotation.
Week Three: Make a Box follow player camera and also save the data by using Tick()
Week Four: Replay the box movement.