Archive for October, 2011

Maya Custom Collision

To create a custom collision for Unreal in any version of Maya, first of all you will need the actorX version of that Maya, be it 2010, or 2011, or even 2009. You must have the ActorX plugin so that the software will know how to create what you want. You can get the actorX plugin by going to: http://udn.epicgames.com/Two/ActorX.html  And then you browse to your 3D application and download, and place it within your corresponding plugin folder.

Now, of course, for UDK, there is already an actorX plugin given to you. It can be found within your UDK folder, the version of UDK you are using, Binaries, and then ActorX.  For example, mine is: C:\UDK\UDK-2011-08\Binaries\ActorX

Now, after you have installed it, and “turned it on” within Maya, which I have explained in an earlier tutorial detailing how to bring assets from Maya into Unreal, you must create geometric shapes around your object, preferably about the same size as your object. “Hint”  here is where you create those annoying openings.
Example: You have a doorway. Create a box for each side of the wall, and then a box above the door opening.

Try not to get too insane with the geometry you are creating. Remember, simpler is easier to understand for computers. 😉

After you have created your bounding boxes, name them appropriately by having it: UCX_NameOfAsset  UCX MUST BE CAPITALIZED!! I cannot stress how many times I have shown someone how to do this, and it doesn’t work because they name it incorrectly. Save yourselves the hassle, and preview before hitting “send”.  Once everything is all clean and clear, and placed correctly, select your object, and then its bounding box. I prefer making the bounding box one solid piece, because ActorX tends to complain if it’s not single solid sets.

Go through the same procedures of exporting the mesh, just like the earlier tutorial states. When you bring it into Unreal, and check the staticmesh, if you turn on “view collision” you should see your bounding box around your object.

Bug 1: If you don’t see your collision, did you import the right object? Have you saved your package? Did you make sure to have the collision selected when exporting? Is it all named correctly?
Bug 2: If you have a huge wall of collision, the seems to stretch on to infinity, that is because you have a non-ending face. Collisions have to be created as a whole piece, which is different than normal assets. You cannot have any holes, anywhere. Or else it will be registered as a never-ending wall.
Bug3: If your collision looks crazy and insane, was the model importing for the collision too complex? Could your asset be, instead, more of a modular piece rather than a whole piece; which will of course make it much easier for Unreal.
Bug 4: If your collision isn’t around your object, did you have it all placed correctly? Were the pivots of both the Mesh and the Collision set appropriately?

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