<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-1356225050208791035</id><updated>2012-02-16T18:30:16.982-08:00</updated><title type='text'>UDK Game Dev Blog</title><subtitle type='html'>Development process &amp;amp; tutorials of a UDK based game from scratch</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>56</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-3161449419491710813</id><published>2012-01-04T15:27:00.000-08:00</published><updated>2012-01-04T15:27:24.117-08:00</updated><title type='text'>Where the F Have I been?</title><content type='html'>Sheesh, let me go back to where I left you. I start scripting and coding. Its going slowly but&amp;nbsp;moving&amp;nbsp;forward. As I go I fix almost every bug with the help of Unreal Developers at work, and they are things were I'm like WTF?!?! I keep going back trying to solve them myself but the devs here fix them in under 10 minutes, while I stare at code and try things for hours. One of the developers is working on an XNA game that looks like complete garbage, b/c he only cared about the code and game mechanics. he's particularly talented in what he does, solves many of my issues. We come up with a game idea to work on&amp;nbsp;together, but&amp;nbsp;first&amp;nbsp;he need to finish his 3 years of work already invested game. I decide if I want a team-mate I need to, in this case, help him first finish his game and we can re-work and reuse the assets in the next game that will be in Unreal.&lt;br /&gt;So where does that leave us? Well I've been making space ships, lots of them. But that's not very easy when you have to redesign, UV, and texture them. I had to re-learn a hard surface&amp;nbsp;texturing&amp;nbsp;workflow and practice a bunch of things (doing it wrong many times) before I got it right. So now I'm like a hand full of ships down, with 2 more hand fulls to go. Whats the game you ask? The Dev blog for that game can be found here:&amp;nbsp;&lt;a href="http://galacticrogue.com/"&gt;http://galacticrogue.com/&lt;/a&gt;&amp;nbsp;a lot of the art, like the characters, will not be redone, and will look as good as it does, the ships and planets are the things I'm working on. Also Andrew is art directing the game b/c in the end this is his game, more than it is ours. I feel like the style we're going for is a 60% good lookingness (up from 10%). Basically crank this shit out and move on to what I really want to do, but make them good enough to re-work/re-use later. While I can write HLSL I don't care enough to do that to make this game even better. Its going to be good enough ...then back to Unreal.&lt;br /&gt;I'm not in love with this idea, me working on this project, but I think its smart enough to see what working with Andrew is like, and its only logical to get someone of talent on the same page/team. He's a great developer, works a lot on his own projects after hours. I know lots of talented guys but many have long since burned themselves out working on their own projects. I think small teams are the only way to make a living as an indie developer. Each person is so key that you're really investing in each other if you choose to&amp;nbsp;work&amp;nbsp;with someone. &amp;nbsp;So I'm learning a lot about better more&amp;nbsp;efficient&amp;nbsp;content creation methods, only making me better more ready for the future projects.&lt;br /&gt;Make ship, neeext, make ship neeeext...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-3161449419491710813?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/3161449419491710813/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2012/01/where-f-have-i-been.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/3161449419491710813'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/3161449419491710813'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2012/01/where-f-have-i-been.html' title='Where the F Have I been?'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-1891500644606412046</id><published>2011-11-08T11:33:00.000-08:00</published><updated>2011-11-08T11:33:36.257-08:00</updated><title type='text'>Scriptin' Update</title><content type='html'>So what's been going on? Well hey thanks for asking! I've got the main classes put together and plugged in with some of my content. I'm mainly working on the PollockPawn, PlayerController, GameType classes. I also have AIController, EnemyPawn, and I think another but I'm forgetting as I write this. Anyway. I also have a LOT of work to get the enemies ready even to put into Unreal. They need to be re-UV'ed and Textured, bound (they're rigged) and animated. Joy, so there's that. But as Far as PollockPawn goes I think he's just about ready. I mean its more flipping a few switches than it is&amp;nbsp;writing&amp;nbsp;any code. Yet, despite the simplicity of some of it, I'm still moving forward slowly. I'm trying to read through some classes, and re-read them again trying to get a sense of things and where things will be when I need them later. There's so much a LOT of sound controls, which I'll have to come back to. Anyway, its not working in game yet, actually I don't know exactly what it will look like when it is working in game. I've found that most tutorials that use Unreal Script don't really know what they're doing (I've seen a lot). If anyone knows of a really good one, I'm all ears. So I'm paving my way forward, steady and slowly.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-1891500644606412046?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/1891500644606412046/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/11/scriptin-update.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/1891500644606412046'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/1891500644606412046'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/11/scriptin-update.html' title='Scriptin&apos; Update'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-8466115491904678128</id><published>2011-11-02T15:25:00.000-07:00</published><updated>2011-11-02T15:25:27.528-07:00</updated><title type='text'>Unreal Scriptin'</title><content type='html'>Well not really. I started doing a tutorial for bot AI and I felt like I needed a bigger refresher on Unreal Script so I started watching the Eat3D Unreal Script videos again. I feel like I missed a lot the first time and am getting a lot more information this time than I thought I would. its good. I also made a playlist of SMU's Unreal Script youtube video's &lt;a href="http://www.youtube.com/playlist?list=PLA6917AF49881A636"&gt;&lt;b&gt;here&lt;/b&gt;&lt;/a&gt;. There are more tutorial videos these are just the ones I want to watch or re-watch, as I've seen a few already. Anyway going well, I'm going to push forward on the tutorials even if I don't know everything I'm doing, just to keep momentum.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-8466115491904678128?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/8466115491904678128/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/11/unreal-scriptin.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/8466115491904678128'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/8466115491904678128'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/11/unreal-scriptin.html' title='Unreal Scriptin&apos;'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-1040837038269950559</id><published>2011-10-26T07:11:00.000-07:00</published><updated>2011-10-26T07:11:39.167-07:00</updated><title type='text'>Dragging my feet</title><content type='html'>Well right now I'm sorta dragging my feet b/c I know I need to write my own game classes and start really making this game. I got a bot working in my test enemy level, but its AI is Deathmatch so if I want more than one, they will kill each other. Sure I could spend time to get that to work, but the point is I need to do it right away. By right I mean make my own game type, and pawns. Its not hard, I just have to do it, and that means fixing my visual studio, getting back on the horse of Unreal Scripting. I even know what I need to write, and I can see lots of problems I will already have before my game is workable again. However when it is, it will be all but ready to level design it out and play, but more importantly I'll be making a game "right" and be better for it.&lt;br /&gt;&lt;br /&gt;TO DO's:&lt;br /&gt;&lt;blockquote&gt;• Get Visual Studio to "see" all the other class files in the src folder.&lt;br /&gt;• Write my own game type.&lt;br /&gt;• Edit PollockPawn to be a working class file.&lt;br /&gt;• Write GuardPawn, SoldierPawn, EenemyPawn classes.&lt;br /&gt;• Make a death/respawn scenario &amp;amp; end game conditions.&lt;br /&gt;• HUD UI, working health and weapon ammo meter.&lt;br /&gt;• Might as well make the controllers in code if I'm going this far.&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-1040837038269950559?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/1040837038269950559/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/dragging-my-feet.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/1040837038269950559'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/1040837038269950559'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/dragging-my-feet.html' title='Dragging my feet'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-6435857339840076380</id><published>2011-10-24T10:35:00.000-07:00</published><updated>2011-10-24T10:35:27.801-07:00</updated><title type='text'>A.I. Bot Trouble</title><content type='html'>Well I knew it wouldn't be easy, but it seems that all the tutorials 'n such online say basically the same thing and none of that works anymore in the current UDK. I've tried a bunch of different&amp;nbsp;variations&amp;nbsp;but so far, nothing fully working. I got an invisible guy to die and drop an item but that's not really useful.&lt;br /&gt;Meanwhile I'm getting back into studying architecture and design theory to help in making more interesting levels. Got a few books I've started reading, 1 is the &lt;a href="http://www.amazon.com/Architecture-Space-Francis-D-K-Ching/dp/0471286168"&gt;updated version of a great textbook&lt;/a&gt; from Architecture School in collage.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-6435857339840076380?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/6435857339840076380/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/ai-bot-trouble.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/6435857339840076380'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/6435857339840076380'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/ai-bot-trouble.html' title='A.I. Bot Trouble'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-1721389569961851645</id><published>2011-10-19T10:29:00.000-07:00</published><updated>2011-10-19T10:29:33.022-07:00</updated><title type='text'>All Fixes Check</title><content type='html'>Fixed and updated my list last night. New Mesh &amp;amp; Texture, fixed collision/blocking models, testest vertex colors, and colored lights both working.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Now enemies/bots/AI&lt;/b&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-1721389569961851645?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/1721389569961851645/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/all-fixes-check.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/1721389569961851645'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/1721389569961851645'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/all-fixes-check.html' title='All Fixes Check'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-3769913071410945511</id><published>2011-10-18T15:09:00.000-07:00</published><updated>2011-10-18T15:09:41.158-07:00</updated><title type='text'>Big Inspirations</title><content type='html'>&lt;a href="http://minigore.blogspot.com/"&gt;Mini Gore&lt;/a&gt;, design, color, tone... so awesome. Really inspires me, and I think it will show in Pollock. I can't help but love it for so many design reasons.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.mountainsheep.net/minigore/MinigoreEncyclopedia02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="300" src="http://www.mountainsheep.net/minigore/MinigoreEncyclopedia02.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;a href="http://www.teamfortress.com/artwork.php"&gt;Team Fortress 2&lt;/a&gt;, color pallet, game play mechanics, balance, style, top knotch work that holds up years after it's made. Still one of my favorite games, if not the most.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.technotaste.com/blog/wp-content/uploads/2009/09/team_fortress_2_group_photo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="230" src="http://www.technotaste.com/blog/wp-content/uploads/2009/09/team_fortress_2_group_photo.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;Both have excellent character design, combined with such a wonderful sense of color. Both are things I will continue to work on.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-3769913071410945511?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/3769913071410945511/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/big-inspirations.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/3769913071410945511'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/3769913071410945511'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/big-inspirations.html' title='Big Inspirations'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-4518953364875464618</id><published>2011-10-18T14:25:00.000-07:00</published><updated>2011-10-18T15:10:49.857-07:00</updated><title type='text'>New Monitor on the Way!</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;Ok lame update. I have a 21" wide-screen Dell UltraSharpe. Picture/quality has been great for years. Still great, so much so that I never felt it was really worth it to upgrade. So I always work on a smallish screen. Welp today's different. UDK is hard to work with only 1 screen. With all the window&amp;nbsp;optimizing, and&amp;nbsp;customizing&amp;nbsp;in Maya I got along pretty well. UDK doesn't have nearly the same, so you're always closing,&amp;nbsp;minimizing&amp;nbsp;and looking for windows.&lt;br /&gt;My second monitor, will be my new first, a &lt;a href="http://accessories.us.dell.com/sna/productdetail.aspx?c=us&amp;amp;l=en&amp;amp;cs=19&amp;amp;sku=320-2676&amp;amp;dgc=CJ&amp;amp;cid=47997&amp;amp;lid=1911276&amp;amp;acd=10948276-227502-F012A00C271932C0A00271932A0A01A0A0L25"&gt;24" Dell UltraSharp U2412M&lt;/a&gt;&amp;nbsp;that I got with a &lt;a href="http://www.techbargains.com/news_displayItem.cfm/271932"&gt;techbargins cupon code&lt;/a&gt; for $319 ($354 shipped) I'm happy. I dreamt about a 27" or 30" but still way too expensive. 24" is the perfect compromise for me for size/screen quality/price.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-4518953364875464618?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/4518953364875464618/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/new-monitor-on-way.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/4518953364875464618'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/4518953364875464618'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/new-monitor-on-way.html' title='New Monitor on the Way!'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-3325525051660608482</id><published>2011-10-18T10:43:00.000-07:00</published><updated>2011-10-18T10:43:55.161-07:00</updated><title type='text'>Eat3D iOS Mobile Game Production DVD Review</title><content type='html'>Sjoerd "Hourences" De Jong knocks it out with this one. I'd say Eat3D's &lt;a href="http://eat3d.com/udk_mobile"&gt;iOS Mobile Game Production DVD&lt;/a&gt; is the best DVD so far for UDK, altho not for beginners. If you've gotten a good foundation in UDK then this is well worth the money. Every video has something or lots of things to add to or build on your pre-existing knowledge.&amp;nbsp;&lt;div&gt;I'm going so far as to give it &lt;b&gt;5 stars&lt;/b&gt;! It was 4-4.5 until the last 2 where he goes over The Ball iOS conversion, such great&amp;nbsp;valuable&amp;nbsp;information I highly recommend this DVD.&amp;nbsp;&lt;/div&gt;&lt;div&gt;I'd love to see him (or whoever does it for/with him) do Enemy/Bots/AI the only thing "missing" from this series. I say "missing"&amp;nbsp;in quote b/c its not really missing just something else I'd love to see a series on.&amp;nbsp;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-3325525051660608482?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/3325525051660608482/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/eat3d-ios-mobile-game-production-dvd.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/3325525051660608482'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/3325525051660608482'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/eat3d-ios-mobile-game-production-dvd.html' title='Eat3D iOS Mobile Game Production DVD Review'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-5262516747547277198</id><published>2011-10-18T10:37:00.000-07:00</published><updated>2011-10-18T10:37:12.218-07:00</updated><title type='text'>Fixes 'n Tweaks</title><content type='html'>Fixed the anim tree last night, so the tail now moves with him in a semi-dynamic looking way, or based on direction. Added blocking volumes, and removed the wall paneling that I felt wasn't worth the modeling. I'll do something better but for now I have just flat walls.&lt;br /&gt;&lt;br /&gt;Tonight, updating Skeletal Mesh with new model/texture that was the second paint over.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-5262516747547277198?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/5262516747547277198/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/fixes-n-tweaks.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/5262516747547277198'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/5262516747547277198'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/fixes-n-tweaks.html' title='Fixes &apos;n Tweaks'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-1724069876653647014</id><published>2011-10-17T09:35:00.000-07:00</published><updated>2011-10-17T09:36:00.894-07:00</updated><title type='text'>GamePlay 10/17/11 Update</title><content type='html'>&lt;iframe allowfullscreen="" frameborder="0" height="305" src="http://player.vimeo.com/video/30675654?title=0&amp;amp;byline=0&amp;amp;portrait=0&amp;amp;color=ff9933" webkitallowfullscreen="" width="400"&gt;&lt;/iframe&gt;&lt;br /&gt;Getting things together, was mainly focusing on the visual quality. Still a ton of things to do of course. Next up is getting Pollock character update to the new mesh and texture. Get his anim tree back to the point it was before where there was better tail reaction. Along with all the level tweaks to get it up to par. &lt;br /&gt;&lt;br /&gt;...then Bots and AI.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-1724069876653647014?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/1724069876653647014/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/gameplay-101711-update.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/1724069876653647014'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/1724069876653647014'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/gameplay-101711-update.html' title='GamePlay 10/17/11 Update'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-3738635653451235621</id><published>2011-10-12T17:11:00.000-07:00</published><updated>2011-10-12T17:11:09.932-07:00</updated><title type='text'>Re-Paint Take 2</title><content type='html'>So why care about re-painting the character now? Why not just keep pushing forward and making game plan 'n such? Good questions, well I've gotten to a new point where I'm happy and am pushing forward on the game. I wanted to get closer with the main character b/c his style will set the tone and look of the world he lives in. While I have some more ideas and things I want to do this is good for now. My friends (mostly &lt;a href="http://sergiosantosart.wordpress.com/"&gt;Sergio Santos&lt;/a&gt;) at work gave me some good notes, and helped shape the direction.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-pj9M5297UA4/TpYskfx-8cI/AAAAAAAAAfE/3PyfFMKF2Ds/s1600/rePaint2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="258" src="http://1.bp.blogspot.com/-pj9M5297UA4/TpYskfx-8cI/AAAAAAAAAfE/3PyfFMKF2Ds/s400/rePaint2.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;I've been also reading up on what it takes to make enemies, after I get this level and textures into Unreal and all things back playing (this weekend) Enemies are the next up.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-3738635653451235621?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/3738635653451235621/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/re-paint-take-2.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/3738635653451235621'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/3738635653451235621'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/re-paint-take-2.html' title='Re-Paint Take 2'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-pj9M5297UA4/TpYskfx-8cI/AAAAAAAAAfE/3PyfFMKF2Ds/s72-c/rePaint2.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-521097550710174319</id><published>2011-10-11T22:24:00.000-07:00</published><updated>2011-10-11T22:24:14.332-07:00</updated><title type='text'>Pollock Re-Paint</title><content type='html'>Been working on colors and baking AO + GI but so far that's not looking good, here's the current re-paint&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-QiP6TJfnQEs/TpUkPZR1dHI/AAAAAAAAAe8/LVcshWoBH18/s1600/pollockRePaint1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="230" src="http://2.bp.blogspot.com/-QiP6TJfnQEs/TpUkPZR1dHI/AAAAAAAAAe8/LVcshWoBH18/s400/pollockRePaint1.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;I wanted to get that dark patch working on the nose, which was harder than it may look here. Its getting there but not "there" yet. I'm going to move on to other things, you know, its a process.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-521097550710174319?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/521097550710174319/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/pollock-re-paint.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/521097550710174319'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/521097550710174319'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/pollock-re-paint.html' title='Pollock Re-Paint'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-QiP6TJfnQEs/TpUkPZR1dHI/AAAAAAAAAe8/LVcshWoBH18/s72-c/pollockRePaint1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-8525232469180069360</id><published>2011-10-10T11:54:00.000-07:00</published><updated>2011-10-10T12:06:21.969-07:00</updated><title type='text'>Side Note: Early Inspiration</title><content type='html'>After going to &lt;a href="http://www.indiecade.com/"&gt;IndieCade&lt;/a&gt; this weekend, I was reminded of the first games I played on my dads Atari, it was a desktop computer, something along the lines of this:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.atarimuseum.com/computers/pccomputers/ABC386SXDX.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="306" src="http://www.atarimuseum.com/computers/pccomputers/ABC386SXDX.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;can't say for sure since I was 5 years old at the time, but you get the idea. Anyway the 2 games I remember playing was (after searching and finding either the closest thing in my memory or actually the game) "Rogue" or "Roguelike" or "Super Roguelike" hah, I remember it looking like this but being black and white so... who knows but it looked like this&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-Jcqh_gMFcQA/Tl66LK7_zZI/AAAAAAAAC28/iKRlZVKjzcI/s1600/Rogue_Screen_Shot_CAR.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="232" src="http://4.bp.blogspot.com/-Jcqh_gMFcQA/Tl66LK7_zZI/AAAAAAAAC28/iKRlZVKjzcI/s400/Rogue_Screen_Shot_CAR.PNG" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;The other game was "Battlezone" or something like it but looked a heck of a lot like this either way, but I also remember that being black and white.&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www6.conestogac.on.ca/~set/courses/year3/SGD/Assignments/Arcade-atari-battlezone.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="296" src="http://www6.conestogac.on.ca/~set/courses/year3/SGD/Assignments/Arcade-atari-battlezone.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;Could it be that our computer was black and white monitor? could be, I don't care to research it to that depth, but I wanted to share my earliest game experiences, that still are&amp;nbsp;genres&amp;nbsp;that I love, FPS and&amp;nbsp;Dungeon&amp;nbsp;Crawlers/hack 'n slash, altho I don't get in the mood for hack 'n slash very often, it needs to be more RPG than just simple hack 'n slash.&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-8525232469180069360?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/8525232469180069360/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/side-note-early-inspiration.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/8525232469180069360'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/8525232469180069360'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/side-note-early-inspiration.html' title='Side Note: Early Inspiration'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-Jcqh_gMFcQA/Tl66LK7_zZI/AAAAAAAAC28/iKRlZVKjzcI/s72-c/Rogue_Screen_Shot_CAR.PNG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-7801630149867031905</id><published>2011-10-08T11:10:00.000-07:00</published><updated>2011-10-08T11:10:22.778-07:00</updated><title type='text'>Modular Level Constructed</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-ugkIsjN7xVo/TpCRbL6xM8I/AAAAAAAAAe4/h4pBzhdH0w8/s1600/modularLevelMaya1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="265" src="http://2.bp.blogspot.com/-ugkIsjN7xVo/TpCRbL6xM8I/AAAAAAAAAe4/h4pBzhdH0w8/s400/modularLevelMaya1.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;Just a snap shot from Maya of the level layout. This is fully textured with each segment being over lapping UV'ing in an appropriate way. There's still a lot more work to do but the next step is to get this into unreal, and get the near walls rigged up. By that I mean if a character goes behind a wall that&amp;nbsp;occludes&amp;nbsp;him the wall will disappear visually but of course still collide.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-7801630149867031905?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/7801630149867031905/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/modular-level-constructed.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/7801630149867031905'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/7801630149867031905'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/modular-level-constructed.html' title='Modular Level Constructed'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-ugkIsjN7xVo/TpCRbL6xM8I/AAAAAAAAAe4/h4pBzhdH0w8/s72-c/modularLevelMaya1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-5540571167941000530</id><published>2011-10-04T08:12:00.000-07:00</published><updated>2011-10-04T08:13:34.331-07:00</updated><title type='text'>another written update</title><content type='html'>what no pictures?!?! WTF? I know, well I've been doing things that are not picture or video worthy yet.&lt;br /&gt;&lt;br /&gt;This weekend I got exploding objects. Object that can be destroyed, switch mesh, emit particles. Showed me that my gun is working which is good.&lt;br /&gt;&lt;br /&gt;I've been working on my level kit so I can make a real level. I think the objects are almost all made. I'm now UV'ing and texturing them so I can get them into engine and see my game looking right. I also noticed I lost some tail movement based on direction so I have to hunt that down. Anyway things are moving forward. I can't wait to show a nice big update with video.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-5540571167941000530?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/5540571167941000530/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/another-written-update.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/5540571167941000530'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/5540571167941000530'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/10/another-written-update.html' title='another written update'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-1315127946333652495</id><published>2011-09-20T10:29:00.000-07:00</published><updated>2011-09-20T12:25:41.831-07:00</updated><title type='text'>Small Update</title><content type='html'>A lots happened since my last game play video. Finally found how to offset the Characters collision box on the&amp;nbsp;mobilePlaceablePawn, he was floating 20 units off the ground before. It was simply in Pawn &amp;gt; Mesh &amp;gt; Skeletal Mesh Component &amp;gt;&amp;nbsp;Primitive&amp;nbsp;Component &amp;gt;Translation! Got touch doors working. &amp;nbsp;Got "use triggers" working in first person default view with a use button on iOS but not working in 3rd person I'm guessing since 3rd person is currently not the player but a mobilePlaceablePawn. I've tried almost everything I can on the trigger kismet side, I think now I need to make the pawn the player. Doing tests today.&lt;br /&gt;So trying to solve that.&lt;br /&gt;Got a level that does have any textures in game, got gun working with generic fx. Still needs lots of tweaking. I want to get the use triggers working and get some textures and re-UV the objects so I can have a decent looking level to run around in and make another example vid. So more to come. I'm working on it.&lt;br /&gt;&lt;br /&gt;Edit: Talking to a friend I think the problem is I need to possess the pawn Kismet &amp;gt; Action &amp;gt; Actor &amp;gt; Pawn &amp;gt; Possess Pawn. Target = Player, Pawn Target = MobilePlaceablePawn&lt;br /&gt;&lt;br /&gt;Double Edit: Got "use triggers" working in a test map at work. You have to Posses Pawn and not toggle off the actor controls, then make the rotation connect to the actor instead of the pawn.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-1315127946333652495?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/1315127946333652495/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/09/small-update.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/1315127946333652495'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/1315127946333652495'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/09/small-update.html' title='Small Update'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-5228966835767830940</id><published>2011-09-19T19:51:00.000-07:00</published><updated>2011-09-19T19:51:35.585-07:00</updated><title type='text'>UDK Remote WORKING!!!</title><content type='html'>I screamed (in my head) when I got it working. Un-be-lievable! Wow. Just wow. freaking port forwarding on a mac router on my wifes computer, while I'm on windows 7, and not sure what what where and more&amp;nbsp;abbreviations&amp;nbsp;than anything else in computing... its finally working. I've spend I'd guess, 8 hours or so here and there over a few weeks trying to get that damn thing working. Argh!&lt;br /&gt;Now moving on to game dev!!!&lt;br /&gt;&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-5228966835767830940?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/5228966835767830940/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/09/udk-remote-working.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/5228966835767830940'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/5228966835767830940'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/09/udk-remote-working.html' title='UDK Remote WORKING!!!'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-2088927196069476381</id><published>2011-09-19T16:38:00.000-07:00</published><updated>2011-09-19T16:38:40.394-07:00</updated><title type='text'>Going to IndieCade</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: left;"&gt;Just got a ticket to IndieCade. First time going, planning on checking out some panels and workshops. Learn a thing or two, and meet some other devs feel out how they're doing it and how its going. Hear their&amp;nbsp;experience, and try out some of their games.&amp;nbsp;Should be fun. I'm planning the schedule of things to see now.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.indiecade.com/"&gt;&lt;img border="0" src="http://www.indiecade.com/images/core_site/logo_menu_indiecade.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-2088927196069476381?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/2088927196069476381/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/09/going-to-indiecade.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/2088927196069476381'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/2088927196069476381'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/09/going-to-indiecade.html' title='Going to IndieCade'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-6573574952487339037</id><published>2011-09-15T07:59:00.000-07:00</published><updated>2011-09-15T07:59:52.040-07:00</updated><title type='text'>Test Level Started</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: left;"&gt;I'm getting things together for a test map to test out the character movement, game play mechanics like doors, switches 'n such. Its crazy how much I assumed would just click into place and didn't. Like how much I had to break the geo&amp;nbsp;apart&amp;nbsp;to get the right collision shapes. This image may look nice in editor, but in iOS it doesn't have any textures. That will probably take re-UV'ing since I did a quick auto UV and the scales will be way off if I try to use any sort of texture, so there's a lot of work to get even this test level working. Everything was built in Maya imported as static meshes. Gravity is kinda broken since it doesn't take effect while the player is moving. So before even doors, I need to get a lot more of the basics working right. Also still after hours of trying can't get the UDK remote to work! ARGH!!!! Thats annoying the crap out of me.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-QgrQCqJImI4/TnISEDguDJI/AAAAAAAAAeg/ssHB5TVyYvE/s1600/testMap_solo1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="248" src="http://3.bp.blogspot.com/-QgrQCqJImI4/TnISEDguDJI/AAAAAAAAAeg/ssHB5TVyYvE/s400/testMap_solo1.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-6573574952487339037?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/6573574952487339037/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/09/test-level-started.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/6573574952487339037'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/6573574952487339037'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/09/test-level-started.html' title='Test Level Started'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-QgrQCqJImI4/TnISEDguDJI/AAAAAAAAAeg/ssHB5TVyYvE/s72-c/testMap_solo1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-2568049306989629356</id><published>2011-09-12T22:15:00.000-07:00</published><updated>2011-09-12T22:15:37.696-07:00</updated><title type='text'>Getting back into it</title><content type='html'>Tonight got the buttons re-worked into a better more understandable state. Kismet needs to be cleaned up still, its a mess right now. I'm now not using the default joy sticks and added a button that has no function yet. Its going to be the use/action button once I can find out where the action command is in kismet. And the new joy sticks/buttons will work on both the small and large iOS screens. Positions and custom button shapes will be finessed later.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-NEtf2KTJadc/Tm7mPxthf9I/AAAAAAAAAec/Ti3T-urhtMo/s1600/pollockButtons.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="232" src="http://4.bp.blogspot.com/-NEtf2KTJadc/Tm7mPxthf9I/AAAAAAAAAec/Ti3T-urhtMo/s400/pollockButtons.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-2568049306989629356?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/2568049306989629356/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/09/tonight-got-buttons-re-worked-into.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/2568049306989629356'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/2568049306989629356'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/09/tonight-got-buttons-re-worked-into.html' title='Getting back into it'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-NEtf2KTJadc/Tm7mPxthf9I/AAAAAAAAAec/Ti3T-urhtMo/s72-c/pollockButtons.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-7976211941127286748</id><published>2011-09-11T14:30:00.000-07:00</published><updated>2011-09-11T14:39:13.847-07:00</updated><title type='text'>Aaaaand We're Back!</title><content type='html'>Finally&amp;nbsp;finished with that side project and redirecting forcus back to the game! I started with a purchase of the new Eat3d, Unreal Development Kit 3 - iOS Mobile Game Production. Review on it to come. It is from Sjoerd “Hourences” De Jong&amp;nbsp;so how bad can it be? His other DVD was pretty great, the level design on. Anyway. Back on!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-7976211941127286748?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/7976211941127286748/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/09/aaaaand-were-back.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/7976211941127286748'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/7976211941127286748'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/09/aaaaand-were-back.html' title='Aaaaand We&apos;re Back!'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-4296172155220773196</id><published>2011-08-10T14:51:00.001-07:00</published><updated>2011-08-10T14:51:08.363-07:00</updated><title type='text'>Month Off</title><content type='html'>Doing a freelance project, back early Sept&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-4296172155220773196?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/4296172155220773196/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/08/month-off.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/4296172155220773196'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/4296172155220773196'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/08/month-off.html' title='Month Off'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-6965760426173436847</id><published>2011-07-22T11:25:00.000-07:00</published><updated>2011-07-22T11:25:15.912-07:00</updated><title type='text'>Character Rigging Maya to Unreal</title><content type='html'>Never do too many steps in Maya Character rigging before importing and testing it in Unreal. Just when you think you know the pipeline for getting clean characters into unreal... it explodes again. WHY GOD WHY!??!? LOL, actually that's laugh cry, figuratively but it feels&amp;nbsp;literal.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-6965760426173436847?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/6965760426173436847/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/character-rigging-maya-to-unreal.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/6965760426173436847'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/6965760426173436847'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/character-rigging-maya-to-unreal.html' title='Character Rigging Maya to Unreal'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-3401067935397962115</id><published>2011-07-14T08:46:00.000-07:00</published><updated>2011-07-14T08:48:22.195-07:00</updated><title type='text'>Little Pollock First in Game</title><content type='html'>&lt;iframe frameborder="0" height="270" src="http://player.vimeo.com/video/26431444?portrait=0&amp;amp;color=ff9933" width="480"&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;a href="http://vimeo.com/26431444"&gt;Little Pollock first in game&lt;/a&gt; from &lt;a href="http://vimeo.com/agentfx"&gt;destruct007&lt;/a&gt; on &lt;a href="http://vimeo.com/"&gt;Vimeo&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Audio is quiet, sorry. Its set up started as &lt;a href="http://www.youtube.com/watch?v=R5IxyZ_hj54"&gt;Jazz tutorial&lt;/a&gt; but the anim tree isn't the same at all, its more like the &lt;a href="http://forums.epicgames.com/showthread.php?t=739482&amp;amp;highlight=animtree+tutorial"&gt;anim tutorials on the UDK forums&lt;/a&gt;&amp;nbsp;I did set the gun up as a skeletal mesh and snap to the hand socket of the main char, so he can switch weapons eventually.&lt;br /&gt;&lt;br /&gt;Anyway just getting a character in level.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-3401067935397962115?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/3401067935397962115/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/little-pollock-first-in-game.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/3401067935397962115'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/3401067935397962115'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/little-pollock-first-in-game.html' title='Little Pollock First in Game'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-4159455762194635630</id><published>2011-07-13T17:39:00.000-07:00</published><updated>2011-07-13T17:39:33.716-07:00</updated><title type='text'>3dmotive: Modular Building Workflow</title><content type='html'>Based on a recommendation I just got this&amp;nbsp;&lt;a href="http://www.3dmotive.com/product-modular-building-udk"&gt;http://www.3dmotive.com/product-modular-building-udk&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Its a decent tutorial and at $15 I think it's worth it/priced right. Its short, and a lot of the ideas I already knew, so that made me bored. But there were a few key tricks and ideas in there that made it worth watching and buying. &lt;br /&gt;&lt;br /&gt;I give it &lt;b&gt;3.25 stars out of 5.&lt;/b&gt; I like how quick it was but I think they could have pushed themselves to show more interesting and elaborate modular design.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-4159455762194635630?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/4159455762194635630/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/3dmotive-modular-building-workflow.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/4159455762194635630'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/4159455762194635630'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/3dmotive-modular-building-workflow.html' title='3dmotive: Modular Building Workflow'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-6948597701021608267</id><published>2011-07-13T08:09:00.000-07:00</published><updated>2011-07-13T08:38:18.999-07:00</updated><title type='text'>Line Up</title><content type='html'>They are all now UV'd and textured with 1 shader (each that could be&amp;nbsp;optimized&amp;nbsp;further). I've been playing around with colors. Not "there" yet but ballpark. I'll probably go with this for now, rig and animate them, and get them into engine. I've been going over more anim tree tutorials (the 9 video tuts on the forums) Learning how to get their heads to work with look direction and get their body and tails to bounce walk/run.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-rr8U2JTP3J4/Th24T6yVBlI/AAAAAAAAAW0/-tpK_0xSPao/s1600/lineUp1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="167" src="http://4.bp.blogspot.com/-rr8U2JTP3J4/Th24T6yVBlI/AAAAAAAAAW0/-tpK_0xSPao/s400/lineUp1.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;Edit: just added this, thinking he should be darker, as he is a secret agent.&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-H5rsuRfvVA0/Th27u3UbZrI/AAAAAAAAAW4/rHblh10PM-4/s1600/altColor.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="356" src="http://2.bp.blogspot.com/-H5rsuRfvVA0/Th27u3UbZrI/AAAAAAAAAW4/rHblh10PM-4/s400/altColor.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-6948597701021608267?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/6948597701021608267/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/line-up.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/6948597701021608267'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/6948597701021608267'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/line-up.html' title='Line Up'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-rr8U2JTP3J4/Th24T6yVBlI/AAAAAAAAAW0/-tpK_0xSPao/s72-c/lineUp1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-6830523525158494449</id><published>2011-07-12T10:41:00.001-07:00</published><updated>2011-07-12T10:41:48.088-07:00</updated><title type='text'>UDK WIP Forum Started</title><content type='html'>Started mirroring&lt;a href="http://forums.epicgames.com/showthread.php?p=28576824#post28576824"&gt; this WIP on the UDK forums&lt;/a&gt; so I can get more feedback, tips, pointers, etc.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-6830523525158494449?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/6830523525158494449/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/udk-wip-forum-started.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/6830523525158494449'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/6830523525158494449'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/udk-wip-forum-started.html' title='UDK WIP Forum Started'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-6604997619617741891</id><published>2011-07-12T10:34:00.000-07:00</published><updated>2011-07-12T10:34:06.129-07:00</updated><title type='text'>Little Pollock, Crazy Idea?</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: left;"&gt;Re-reading a post over at&amp;nbsp;&lt;a href="http://www.hourences.com/future-games-udk-projects/"&gt;http://www.hourences.com/future-games-udk-projects/&lt;/a&gt;&amp;nbsp;got me thinking again. Am I asking too much of my first game? Wasn't my goal finishing a game that looked good?&amp;nbsp;swapping&amp;nbsp;out characters is very doable... So here's my idea. What if I make a simpler iOS game that fun and tests out making a game from scratch start to finish? Just like the students did only I can't work on it full time. I'm calling it Little Pollock. He's not textured just lamberts assigned to faces right now. Little Pollock is UV'ed, but the wolfs are not. He's low rez (obviously) so he should be able to work on older iOS devices also, or I'll keep that in mind and try.&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-P3Y-PGqTfE0/Thx9apakchI/AAAAAAAAAWc/kuTnjd9hobc/s1600/littlePollock.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="198" src="http://1.bp.blogspot.com/-P3Y-PGqTfE0/Thx9apakchI/AAAAAAAAAWc/kuTnjd9hobc/s400/littlePollock.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;Little Pollock&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;His head will turn with look direction tail will bounce as he moved and rotate as he turns, hands will bounce and react to shooting.&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-V2hzc5It71A/Thx9eqvUTHI/AAAAAAAAAWg/sYlDR40kDOM/s1600/littleWolfGuard.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="207" src="http://3.bp.blogspot.com/-V2hzc5It71A/Thx9eqvUTHI/AAAAAAAAAWg/sYlDR40kDOM/s400/littleWolfGuard.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;Little Wolf Guard&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-uFGc6OAwfBg/Thx9fEI2tDI/AAAAAAAAAWk/cXA_N48tJd0/s1600/littleWolfSoldier.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="213" src="http://4.bp.blogspot.com/-uFGc6OAwfBg/Thx9fEI2tDI/AAAAAAAAAWk/cXA_N48tJd0/s400/littleWolfSoldier.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;Little Wolf Soldier&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;Enemies are not as simple. There's a lot to figure out here. How does AI work? What works on iOS? How does their health system work? Lots of questions, and research topics.&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-6604997619617741891?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/6604997619617741891/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/little-pollock-crazy-idea.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/6604997619617741891'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/6604997619617741891'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/little-pollock-crazy-idea.html' title='Little Pollock, Crazy Idea?'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-P3Y-PGqTfE0/Thx9apakchI/AAAAAAAAAWc/kuTnjd9hobc/s72-c/littlePollock.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-1811977588658489061</id><published>2011-07-08T07:39:00.000-07:00</published><updated>2011-07-08T10:29:04.395-07:00</updated><title type='text'>Mobile Vertice issue</title><content type='html'>Not sure whats going on here, &lt;a href="http://forums.epicgames.com/showthread.php?p=28561141#post28561141"&gt;making a post&lt;/a&gt; in a second about it on the forums&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-JDQD-xbusSs/ThcWfZ7wqGI/AAAAAAAAAWI/azXv7S8dZvQ/s1600/mobileVerts.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="138" src="http://3.bp.blogspot.com/-JDQD-xbusSs/ThcWfZ7wqGI/AAAAAAAAAWI/azXv7S8dZvQ/s400/mobileVerts.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;if you look at that big you can see whats happening in game vs what I see in engine/UDK&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-1811977588658489061?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/1811977588658489061/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/mobile-vertice-issue.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/1811977588658489061'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/1811977588658489061'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/mobile-vertice-issue.html' title='Mobile Vertice issue'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-JDQD-xbusSs/ThcWfZ7wqGI/AAAAAAAAAWI/azXv7S8dZvQ/s72-c/mobileVerts.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-5976542122192883656</id><published>2011-07-07T08:14:00.000-07:00</published><updated>2011-07-07T10:10:31.858-07:00</updated><title type='text'>iOS Developer</title><content type='html'>Just bought the iOS developer program. Next is to get UDK developer. &lt;br /&gt;&lt;br /&gt;Working in game now, altho there is only 1 animation cycle and bad controls. When I get it to a decent point I'll make a movie of him running around nowhere.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-JiM63hblOJ4/ThXMZgVWZCI/AAAAAAAAAWA/uIfdGgPKLmU/s1600/inGame_v01.jpg" imageanchor="1"&gt;&lt;img border="0" height="232" src="http://4.bp.blogspot.com/-JiM63hblOJ4/ThXMZgVWZCI/AAAAAAAAAWA/uIfdGgPKLmU/s400/inGame_v01.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;I should also add that there are some verts on the character that are offset when I play on iOS device, but not when I look at it in the animSet editor. So still some trouble shooting type things on the list&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-5976542122192883656?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/5976542122192883656/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/ios-developer.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/5976542122192883656'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/5976542122192883656'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/ios-developer.html' title='iOS Developer'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-JiM63hblOJ4/ThXMZgVWZCI/AAAAAAAAAWA/uIfdGgPKLmU/s72-c/inGame_v01.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-8171278316304663426</id><published>2011-07-07T08:12:00.000-07:00</published><updated>2011-07-07T08:15:53.720-07:00</updated><title type='text'>New UDK Hotkey Pref</title><content type='html'>A lot fo the old hotkeys go away in the june build of UDK unless you set&lt;br /&gt;Prefs&amp;gt;Flight Controls&amp;gt;Use WASD Only when Right Mouce Button&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-k77vd1Pblps/ThXMt6eYF4I/AAAAAAAAAWE/t_CcmASKECE/s1600/newPrefOldSetting.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="85" src="http://3.bp.blogspot.com/-k77vd1Pblps/ThXMt6eYF4I/AAAAAAAAAWE/t_CcmASKECE/s400/newPrefOldSetting.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;The reason I say this is especially if you are following a tutorial you'll get frustrated when a step involves a hotkey and you can't find the menu for that step either.&amp;nbsp;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-8171278316304663426?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/8171278316304663426/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/new-udk-hotkey-pref.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/8171278316304663426'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/8171278316304663426'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/new-udk-hotkey-pref.html' title='New UDK Hotkey Pref'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-k77vd1Pblps/ThXMt6eYF4I/AAAAAAAAAWE/t_CcmASKECE/s72-c/newPrefOldSetting.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-5404437739470363079</id><published>2011-07-06T16:06:00.000-07:00</published><updated>2011-07-07T17:46:26.752-07:00</updated><title type='text'>Character Animation Import Steps</title><content type='html'>It may seem easy to import a character with animation but there's bugs potential with that, odd binding, joints shifted, etc.&lt;br /&gt;The best way I've found to do it is:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Character Anim Import&lt;/b&gt;&lt;br /&gt;1) Import Original un-animated Rig, cleaned up as you would clean a rig w/anim after baking&lt;br /&gt;2) Create animSet&lt;br /&gt;3) Double click on that to open AnimSet Editor&lt;br /&gt;4) Set Skeletal Mesh to Cleaned Rig&lt;br /&gt;5) File&amp;gt;Import FBX Animation&lt;br /&gt;6) select the rigged character with animation fbx&lt;br /&gt;&lt;br /&gt;If you don't have blendShapes you can delete all the models on the rig in the animation file and just export the baked down bind rig. So you have a character rigged, reference that into your animation scene. Animate it, save it. Run your bake script (select -hi of bind rig, bake all, delete everything that's not a joint in the bind rig or an animCurve) export that as fbx. That's what you import into the animSet, and you can import them all at once if they are in the same folder, like fbx/charName/anim/ select all an import through the animSet editor.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;*Video Tutorial on this to come*&amp;nbsp;&lt;/i&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-5404437739470363079?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/5404437739470363079/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/character-animation-import-steps.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/5404437739470363079'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/5404437739470363079'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/character-animation-import-steps.html' title='Character Animation Import Steps'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-5867047471562097954</id><published>2011-07-05T07:56:00.001-07:00</published><updated>2011-07-05T07:56:27.011-07:00</updated><title type='text'>Freelance and Vacation</title><content type='html'>Just an update, I finished fx for a commercial then went on vacation for a week. So I'm back on the case!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-5867047471562097954?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/5867047471562097954/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/freelance-and-vacation.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/5867047471562097954'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/5867047471562097954'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/07/freelance-and-vacation.html' title='Freelance and Vacation'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-3911583875643677731</id><published>2011-06-15T12:19:00.000-07:00</published><updated>2011-06-15T12:49:12.348-07:00</updated><title type='text'>Skin Clusters and exporting</title><content type='html'>&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Something I'm working on, whats the optimal way to rig if the number of skin clusters is a consideration? Skin Clusters take up time on export and I imagine on import altho its hard to say for sure since Unreal Doesn't say as much as it imports as Maya does while exporting.&lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-3NPw77IGQIs/TfkFpNa0ECI/AAAAAAAAAVo/eNriLXRdN3M/s1600/skinClusters.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;img border="0" height="21" src="http://4.bp.blogspot.com/-3NPw77IGQIs/TfkFpNa0ECI/AAAAAAAAAVo/eNriLXRdN3M/s400/skinClusters.jpg" width="400" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span" font-family: inherit;"&gt;The&amp;nbsp;&lt;span class="hilite"&gt;skin&lt;/span&gt;Cluster binds only a single geometry at a time. Thus, to bind multiple geometries, multiple&amp;nbsp;&lt;span class="hilite"&gt;skin&lt;/span&gt;Cluster commands must be issued. - maya Docs&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;So other than normal clean rigging practices, keeping object count low will help. So I guess the question is, when and how much do you merge objects together? b/c one might separate objects for shading group reasons. (more on that later)&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-3911583875643677731?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/3911583875643677731/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/06/skin-clusters-and-exporting.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/3911583875643677731'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/3911583875643677731'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/06/skin-clusters-and-exporting.html' title='Skin Clusters and exporting'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-3NPw77IGQIs/TfkFpNa0ECI/AAAAAAAAAVo/eNriLXRdN3M/s72-c/skinClusters.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-4680238534054734915</id><published>2011-06-10T14:05:00.000-07:00</published><updated>2011-06-10T14:05:46.056-07:00</updated><title type='text'>Quick Tip #Obj to #Shaders</title><content type='html'>In Unreal engine as far as speed and optimization goes:&lt;br /&gt;&lt;u&gt;1000 objects with 1 shader is equal to 1 object w/ 1000 shaders&lt;/u&gt;&lt;br /&gt;you have to cut down on one and/or the other to reduce draw counts.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-4680238534054734915?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/4680238534054734915/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/06/quick-tip-obj-to-shaders.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/4680238534054734915'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/4680238534054734915'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/06/quick-tip-obj-to-shaders.html' title='Quick Tip #Obj to #Shaders'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-2263777715204864167</id><published>2011-06-09T15:31:00.000-07:00</published><updated>2011-06-09T15:31:43.970-07:00</updated><title type='text'>Simple Optimization Testing</title><content type='html'>Play From Here in Viewport,&lt;br /&gt;Then turn on the following stats ( ` button to bring up the command prompt):&lt;br /&gt;&lt;br /&gt;&lt;b&gt;stat fps&lt;/b&gt; (this will bring up the MS per frame)&lt;br /&gt;&lt;b&gt;stat unit&lt;/b&gt; (frame times for different parts of the engine)&lt;br /&gt;&lt;b&gt;stat d3d11rhi &lt;/b&gt;(this will give more interesting rendering info)&lt;br /&gt;&lt;br /&gt;Take a screenshot of all to get an idea of the cost.&lt;br /&gt;(Not that I'm already at this point in my demo game but I'm being taught&amp;nbsp;this at work)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-2263777715204864167?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/2263777715204864167/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/06/simple-optimization-testing.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/2263777715204864167'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/2263777715204864167'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/06/simple-optimization-testing.html' title='Simple Optimization Testing'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-1261927818411411783</id><published>2011-06-08T10:56:00.000-07:00</published><updated>2011-06-08T10:56:35.086-07:00</updated><title type='text'>Animation Naming Convention</title><content type='html'>&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;b&gt;(char)_(action)_(direction)_(descriptor/weapon)&lt;/b&gt;&lt;/span&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;example:&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;b&gt;Pollock_run_fwd_pstl&lt;/b&gt; =&amp;nbsp;&lt;/span&gt;Pollock running&amp;nbsp;forward&amp;nbsp;with a pistol&lt;/div&gt;&lt;div&gt;&lt;b&gt;Pollock_idle_na_rfl&lt;/b&gt; =&amp;nbsp;Pollock standing at idle no direction with a rifle&lt;/div&gt;&lt;div&gt;&lt;div class="kl" dir="ltr" id=":1rt" style="margin-bottom: 5px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="kl" dir="ltr" id=":1rt" style="margin-bottom: 5px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;The weapon slot should be considered an extra description&lt;/span&gt;&lt;/div&gt;&lt;div class="kl" dir="ltr" id=":1ru" style="margin-bottom: 5px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;cloud_float_fwd_lite&lt;/span&gt;&lt;/div&gt;&lt;div class="kl" dir="ltr" id=":1pe" style="margin-bottom: 5px; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;It doesn't have to be a weapon, its whatever the anim is contingent on for that character/object. I&lt;/span&gt;f all the runs are with this gun, then it has to be part of the name. If all these actions are after character is hurt... that's the descriptor.&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-1261927818411411783?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/1261927818411411783/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/06/animation-naming-convention.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/1261927818411411783'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/1261927818411411783'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/06/animation-naming-convention.html' title='Animation Naming Convention'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-8112924010922208603</id><published>2011-06-08T09:29:00.000-07:00</published><updated>2011-06-08T09:30:51.700-07:00</updated><title type='text'>Maya to Unreal Scripted</title><content type='html'>Wrote a tool (that's still name dependent somewhat) that strips the rig clean out and baked anim on the bind rig, etc. Nice and tiddy. All things appear smooth. I have no excuse now not to have a character running around in game by Friday. I had an FBX issue that held me up over the weekend, that was fixed with an update on Monday.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-gxfdbjLlS5A/Te-jduChslI/AAAAAAAAAVk/TpgF0EtPRoE/s1600/pollockClean.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="400" src="http://2.bp.blogspot.com/-gxfdbjLlS5A/Te-jduChslI/AAAAAAAAAVk/TpgF0EtPRoE/s400/pollockClean.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-8112924010922208603?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/8112924010922208603/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/06/maya-to-unreal-scripted.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/8112924010922208603'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/8112924010922208603'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/06/maya-to-unreal-scripted.html' title='Maya to Unreal Scripted'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-gxfdbjLlS5A/Te-jduChslI/AAAAAAAAAVk/TpgF0EtPRoE/s72-c/pollockClean.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-4446169826761783215</id><published>2011-06-03T11:54:00.000-07:00</published><updated>2011-06-03T11:59:18.038-07:00</updated><title type='text'>Success Rig &amp; Anim import working!</title><content type='html'>&lt;div style="font-family: arial; font-size: small;"&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-uKdY-UWEOCE/Teku5YyUofI/AAAAAAAAAVY/mEf-h5d2DWE/s1600/pollockRigAnimImported.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="230" src="http://1.bp.blogspot.com/-uKdY-UWEOCE/Teku5YyUofI/AAAAAAAAAVY/mEf-h5d2DWE/s400/pollockRigAnimImported.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;I baked the bind rig, and deleted all constraints in the bind rig. Deleted the anim rig, then went through the DAG nodes and deleted everything expect the skin clusters and anim curves. (In future tests we'll figure out what specifically needed to be cleaned out) but as it stands now I even deleted bind poses (despite&amp;nbsp;the warnings on FBX export).&amp;nbsp;&lt;/div&gt;&lt;div style="font-family: arial; font-size: small;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: arial; font-size: small;"&gt;couple of things, when modeling in maya if you duplicate and mirror, meaning &amp;lt;&amp;lt;1, 1, 1&amp;gt;&amp;gt; mirrored to &amp;lt;&amp;lt;-1, 1, 1&amp;gt;&amp;gt;&amp;gt; it will reverse the&amp;nbsp;normals&amp;nbsp;on import. So either reverse the&amp;nbsp;normals&amp;nbsp;in maya on those pieces or&amp;nbsp;freeze&amp;nbsp;the scale transforms on the objects (maybe built into the rigging system)&amp;nbsp;&lt;/div&gt;&lt;div style="font-family: arial; font-size: small;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: arial; font-size: small;"&gt;Also was getting some jacked up binds in Unreal with geo being offset from some joints (the left arm in my case). So I reset all joint rotations to &amp;lt;&amp;lt;&amp;lt;0, 0, 0&amp;gt;&amp;gt; at frame 1 (not keyed, just set manually) and exported all. That worked.&amp;nbsp;&lt;/div&gt;&lt;div style="font-family: arial; font-size: small;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: arial; font-size: small;"&gt;Export selection never seemed to work, hence me having to really clear everything out.&amp;nbsp;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-4446169826761783215?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/4446169826761783215/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/06/success-rig-anim-import-working.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/4446169826761783215'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/4446169826761783215'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/06/success-rig-anim-import-working.html' title='Success Rig &amp; Anim import working!'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-uKdY-UWEOCE/Teku5YyUofI/AAAAAAAAAVY/mEf-h5d2DWE/s72-c/pollockRigAnimImported.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-7220076087001358191</id><published>2011-05-23T09:23:00.001-07:00</published><updated>2011-05-23T09:23:57.965-07:00</updated><title type='text'>Pollock Run Cycle</title><content type='html'>&lt;iframe frameborder="0" height="270" src="http://player.vimeo.com/video/24123930?portrait=0&amp;amp;color=ff9933" width="480"&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;a href="http://vimeo.com/24123930"&gt;Pollock Run Cycle Unarmed&lt;/a&gt; from &lt;a href="http://vimeo.com/agentfx"&gt;destruct007&lt;/a&gt; on &lt;a href="http://vimeo.com/"&gt;Vimeo&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="line-height: 24px;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;First pass at a run cycle. New rig, and first test animation. I referenced the rig into this scene, and quickly did this animation. I couldn't get it to bake down either in FBX export process or in "Bake Simulation". I'm going to talk to a TD friend of mind at work and see what can be done to get this character to import into Unreal.&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-7220076087001358191?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/7220076087001358191/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/pollock-run-cycle.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/7220076087001358191'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/7220076087001358191'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/pollock-run-cycle.html' title='Pollock Run Cycle'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-7726255112151996082</id><published>2011-05-23T09:22:00.000-07:00</published><updated>2011-05-23T10:39:19.514-07:00</updated><title type='text'>Pollock Rig Walk Through</title><content type='html'>&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;iframe frameborder="0" height="270" src="http://player.vimeo.com/video/24123091?portrait=0&amp;amp;color=ff9933" width="480"&gt;&lt;/iframe&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;a href="http://vimeo.com/24123091"&gt;Pollock Rig Walk Through&lt;/a&gt; from &lt;a href="http://vimeo.com/agentfx"&gt;destruct007&lt;/a&gt; on &lt;a href="http://vimeo.com/"&gt;Vimeo&lt;/a&gt;.&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="line-height: 24px;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Just a video walk though of the rig from the character pipeline we're working on. This rig in this state doesn't import into Unreal, so thats the next step. Scripting a bake/export process.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span"&gt;&lt;span class="Apple-style-span" style="line-height: 24px;"&gt;Josh spent 2 hours setting this up in the character pipeline, and I spent 2 hours painting weights. 4 hours from Character Model to Animation with this level of control (no facial rig).&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="line-height: 24px;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="line-height: 24px;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Have a look at this awesome rig!&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-7726255112151996082?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/7726255112151996082/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/pollock-rig-walk-through.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/7726255112151996082'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/7726255112151996082'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/pollock-rig-walk-through.html' title='Pollock Rig Walk Through'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-6136406968524658210</id><published>2011-05-23T09:06:00.000-07:00</published><updated>2011-05-23T09:06:24.303-07:00</updated><title type='text'>Re-modeled for rigging pipeline</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;First thing we needed to do to pipeline the character process is rename the objects.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;span class="Apple-style-span" style="border-collapse: collapse;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;(side)_(part)_rez&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;span class="Apple-style-span" style="border-collapse: collapse;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;ie. c_body_mid, l_wristguard_mid&lt;/span&gt;&lt;/span&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-2UezcVBR3ao/TdqEvmZsJII/AAAAAAAAAVU/7ZuoBruZYdg/s1600/pollock_model_fixes_01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;img border="0" height="297" src="http://1.bp.blogspot.com/-2UezcVBR3ao/TdqEvmZsJII/AAAAAAAAAVU/7ZuoBruZYdg/s400/pollock_model_fixes_01.jpg" width="400" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Then came the first set of changes needed for the pipeline to work with the actual model. After fixing this and getting the rig back I can see some objects will need to be merged, and more resolution in the shoulder/arm connections. But those changes can wait until after its working in unreal and more game play has been developed.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-6136406968524658210?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/6136406968524658210/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/re-modeled-for-rigging-pipeline.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/6136406968524658210'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/6136406968524658210'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/re-modeled-for-rigging-pipeline.html' title='Re-modeled for rigging pipeline'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-2UezcVBR3ao/TdqEvmZsJII/AAAAAAAAAVU/7ZuoBruZYdg/s72-c/pollock_model_fixes_01.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-2891698653658697316</id><published>2011-05-12T10:35:00.000-07:00</published><updated>2011-05-13T13:40:42.344-07:00</updated><title type='text'>UV Mapping in Maya Tutorial</title><content type='html'>Its crazy how easy it is to UV map in Maya. I never knew this tool was added, the "Unwrap" tool. I've been UV'ing the old scholl way and its slow and painful. This is crazy fast and easy. &lt;br /&gt;Thanks to &lt;a href="http://sergio3d.com/"&gt;Sergio Santos&lt;/a&gt; for pointing me in the right direction.&lt;br /&gt;&lt;iframe frameborder="0" height="270" src="http://player.vimeo.com/video/23645228?portrait=0&amp;amp;color=ff9933" width="480"&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;a href="http://vimeo.com/23645228"&gt;UV Mapping in Maya&lt;/a&gt; from &lt;a href="http://vimeo.com/agentfx"&gt;destruct007&lt;/a&gt; on &lt;a href="http://vimeo.com/"&gt;Vimeo&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-2891698653658697316?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/2891698653658697316/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/uv-mapping-in-maya-tutorial.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/2891698653658697316'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/2891698653658697316'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/uv-mapping-in-maya-tutorial.html' title='UV Mapping in Maya Tutorial'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-7610399607391963185</id><published>2011-05-12T10:34:00.000-07:00</published><updated>2011-05-13T13:40:42.303-07:00</updated><title type='text'>Panner Node Tutorial</title><content type='html'>Short explanation of the panner node in UDK, but breaking it down into just math nodes. I think it helps to understand what texture coordinates are, and how they work to see the panner node as just math.&lt;br /&gt;&lt;iframe frameborder="0" height="270" src="http://player.vimeo.com/video/23593523?portrait=0" width="480"&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;a href="http://vimeo.com/23593523"&gt;UDK Panner Node Breakdown&lt;/a&gt; from &lt;a href="http://vimeo.com/agentfx"&gt;destruct007&lt;/a&gt; on &lt;a href="http://vimeo.com/"&gt;Vimeo&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-7610399607391963185?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/7610399607391963185/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/panner-node-tutorial.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/7610399607391963185'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/7610399607391963185'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/panner-node-tutorial.html' title='Panner Node Tutorial'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-4001321737377450229</id><published>2011-05-08T17:02:00.000-07:00</published><updated>2011-05-08T17:02:49.385-07:00</updated><title type='text'>Rigging + MoCap</title><content type='html'>So I'm building the rig and its funny to remember so many parts of rigging that I forgot. I feel so rusty. I haven't rigged a character in years. I don't want to do human IK b/c its more a pain than its worth. I'll do simple IK/FK switching as in the one built into the IK system in maya. Everything is going to back down to the end joints anyway so no point in over building, at least not until I start seeing I need more. There aren't that many moves I need right off the bat. He doesn't jump. Its crouch, run, walk, shoot(x3 for the 3 guns), back to wall, idle, open door? Not trying to make a AAA title just get the key moves out for game testing.&lt;br /&gt;Anyway as I rig I'm for to remodel certain areas like elbows knees, and I added a few things that have been bothering me, like figured a shoulder pad that works for him. Also its going to look quite different when textured, I'm planning on learning zbrush in about 2 months when I push the art harder, but for now I did a temp quick pass at texturing Pollocks face to give an idea of the look he will have. This will all be redone, just a color pass.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-1DCKBuryGwo/Tccu_NTxcWI/AAAAAAAAAVA/0tWaTDBjKNA/s1600/pollock_wTempFaceTexture.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="396" src="http://4.bp.blogspot.com/-1DCKBuryGwo/Tccu_NTxcWI/AAAAAAAAAVA/0tWaTDBjKNA/s400/pollock_wTempFaceTexture.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-4001321737377450229?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/4001321737377450229/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/rigging-mocap.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/4001321737377450229'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/4001321737377450229'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/rigging-mocap.html' title='Rigging + MoCap'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-1DCKBuryGwo/Tccu_NTxcWI/AAAAAAAAAVA/0tWaTDBjKNA/s72-c/pollock_wTempFaceTexture.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-3895476042359709833</id><published>2011-05-07T17:25:00.000-07:00</published><updated>2011-05-07T17:25:44.546-07:00</updated><title type='text'>Brekel/NITE/Kinect Mocap</title><content type='html'>First off let me say thanks to Brekel for the free awesome tool.&lt;br /&gt;&lt;br /&gt;Its working, not a miracle capture yet. Meaning the process needs some TLC to get it nice and smooth workflow wise. Right now I see that the imported skeleton can have different joint lengths, so that needs to be edited to match the character.&lt;br /&gt;First we need a motion capture clean up utility.&lt;br /&gt;Probably snap the transforms of each joint to the character and have the rotations constrained to the mocap rig. Then make some sort of over that rig to adjust the animations and add some gross movements in obvious places, hands, feet, head.&lt;br /&gt;Did some tests, basically the skinned rig can be exported in fbx and baked out animation, seems to work pretty well so no worries about complexity of the other rigs... at least for now it seems.&lt;br /&gt;&lt;br /&gt;I think this tool will be great to get working temp animations into engine. The goal will be rough working animations to plug into the animtree and get the game working. Once its working pretty well we can go back and make the anim either better motion capture or just hand anim fix all the clips.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-3895476042359709833?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/3895476042359709833/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/brekelnitekinect-mocap.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/3895476042359709833'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/3895476042359709833'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/brekelnitekinect-mocap.html' title='Brekel/NITE/Kinect Mocap'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-2840116652023151012</id><published>2011-05-06T09:01:00.000-07:00</published><updated>2011-05-06T09:01:00.721-07:00</updated><title type='text'>Kinect MoCap Update</title><content type='html'>&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;I wanted to do an initain anim pass with just motion capture for all the needed poses and anims quick and dirty, tweak them later or get better motion capture to replace them. This idea slowed me down a lot until yesterday.&amp;nbsp;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Slowed me down b/c I was trying to think of what kinda of rig I wanted, what was going to be best in engine etc. Well my friend Will knew the solution right away, well almost but the last pieces of the puzzle were a few clicks away. Here's the short of it&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;This tool captures:&lt;br /&gt;&lt;div style="border-collapse: collapse;"&gt;&lt;span class="Apple-style-span" style="color: #5797b0; font-family: inherit;"&gt;&lt;a href="http://www.brekel.com/?page_id=155" style="color: #5797b0;" target="_blank"&gt;http://www.brekel.com/?page_&lt;wbr&gt;&lt;/wbr&gt;id=155&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.brekel.com/wp-content/uploads/2011/01/brekelKinect_screenie-300x233.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://www.brekel.com/wp-content/uploads/2011/01/brekelKinect_screenie-300x233.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="border-collapse: collapse;"&gt;and this free plug-in brings it into Maya&lt;/div&gt;&lt;span class="Apple-style-span" style="border-collapse: collapse;"&gt;&lt;span class="Apple-style-span" style="color: #5797b0; font-family: inherit;"&gt;&lt;a href="http://www.creativecrash.com/maya/downloads/scripts-plugins/utility-external/export/c/bvh-file-import-export-for-maya" style="color: #5797b0;" target="_blank"&gt;http://www.creativecrash.com/&lt;wbr&gt;&lt;/wbr&gt;maya/downloads/scripts-&lt;wbr&gt;&lt;/wbr&gt;plugins/utility-external/&lt;wbr&gt;&lt;/wbr&gt;export/c/bvh-file-import-&lt;wbr&gt;&lt;/wbr&gt;export-for-maya&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="border-collapse: collapse;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="border-collapse: collapse;"&gt;I got it working at work and instead of 3rd person camera I'm going to get this setup working at home and start getting a skinned rig connected to the mocap rig in a smart way that works in engine by the end of the weekend.&amp;nbsp;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-2840116652023151012?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/2840116652023151012/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/kinect-mocap-update.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/2840116652023151012'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/2840116652023151012'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/kinect-mocap-update.html' title='Kinect MoCap Update'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-7559560527070592267</id><published>2011-05-06T08:52:00.000-07:00</published><updated>2011-05-06T08:57:43.007-07:00</updated><title type='text'>UDK Collision Channels Tutorial</title><content type='html'>&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;span class="Apple-style-span" style="line-height: 24px;"&gt;Like I mentioned I figured out collisions in UDK as they were really confusing to learn. When I did understand them all came together in an obvious and logical way. I realized it wasn't hard, it's easy... once you understand the logic.&lt;/span&gt;&lt;span class="Apple-style-span" style="line-height: 24px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;span class="Apple-style-span" style="line-height: 24px;"&gt;&lt;br style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="line-height: 24px;"&gt;So here's a quick explanation and example of kActor collisions and I threw in cloth for good measure.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: inherit; line-height: 24px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;iframe frameborder="0" height="270" src="http://player.vimeo.com/video/23372163?portrait=0&amp;amp;color=ff9933" width="480"&gt;&lt;/iframe&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;a href="http://vimeo.com/23372163"&gt;UDK Collision Channels Tutorial&lt;/a&gt; from &lt;a href="http://vimeo.com/agentfx"&gt;destruct007&lt;/a&gt; on &lt;a href="http://vimeo.com/"&gt;Vimeo&lt;/a&gt;.&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;Text based explanation:&lt;br /&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;b&gt;RBChannel&lt;/b&gt;&amp;nbsp;= the channel or layer that that RBD is on&lt;br /&gt;&lt;b&gt;Block Rigid Body&lt;/b&gt;&amp;nbsp;has to be on&lt;br /&gt;&lt;b&gt;RBCollide With Channel&lt;/b&gt;&amp;nbsp;= the channels or layer that the RBD can collide with.&lt;br /&gt;&lt;br /&gt;So lets say I want a wall that only my ninja can go through. I put the wall to&lt;br /&gt;&lt;b&gt;RBChannel&lt;/b&gt;&amp;nbsp;= Untitled 1&lt;br /&gt;don't worry about what collide with channels the wall has, b/c it won't collide with anything since its not moving, things will only collide with it.&lt;br /&gt;&lt;u&gt;Enemy soldier&lt;/u&gt;&lt;br /&gt;&lt;b&gt;RBCollide With Channel&lt;/b&gt;&amp;nbsp;= Untitled 1 check box (in addition to other things like default etc)&lt;br /&gt;&lt;u&gt;Ninja&lt;/u&gt;&amp;nbsp;has the same setup as Soldier but no Untitled 1 check box and the wall won't exist for him.&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Same thing works for cloth but cloth's RBChannel is defaulted to "cloth" logically and you can change that but cloth will collide with everything on its layer.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-7559560527070592267?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/7559560527070592267/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/udk-collision-channels-tutorial.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/7559560527070592267'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/7559560527070592267'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/udk-collision-channels-tutorial.html' title='UDK Collision Channels Tutorial'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-7672230230213216947</id><published>2011-05-04T11:58:00.000-07:00</published><updated>2011-05-06T08:53:29.453-07:00</updated><title type='text'>ToDo list</title><content type='html'>The real reason for this post is to start thinking out my to-do list, what to do next. The rigging process is slow and I don't want to just keep rigging right now. So I might switch gears to 3rd person Camera setups.&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;b&gt;Goal:&lt;/b&gt; End of this weekend get an&amp;nbsp;Unreal script based&amp;nbsp;3rd Person Camera setup working. I have some ideas for it that might be neat. Well neat for a nerd I guess LOL. &amp;nbsp;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-7672230230213216947?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/7672230230213216947/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/update-rbds-cloth-todo-list.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/7672230230213216947'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/7672230230213216947'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/05/update-rbds-cloth-todo-list.html' title='ToDo list'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-8465594729763039665</id><published>2011-04-30T14:54:00.000-07:00</published><updated>2011-04-30T14:54:31.429-07:00</updated><title type='text'>Pollock Updated UV Mapped</title><content type='html'>UV mapping is something some people might assume was done with the modeling... it wasn't I recently learned the modern way to UV map in Maya with the "unfold/relax" tool. Spent 3 hours between Thursday night and Friday morning UV'ing the old way. Daaamn, this process is so eye opening. So many of my areas of knowledge are outdated. Even tho I'm spending lots of hours w/o out big updates, I'm learning a ton in the exciting fun way where its like WOW this is awesome! Love this and that! hah. I've rigged and tested putting the character in engine, but really I need to figure out what the FBX workflow is for importing animations. The rig was temp and more just testing.&lt;br /&gt;Big update on fur with the shell method and using some&amp;nbsp;DirectX 11 stuff, well, just the better AA feature. I'll do a video tutorial on fur since it's pretty fun to see all that you can do with it in the material editor. But for now, here's Pollock UV's and updated, pretty much final low rez.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-tcUhifQ4TtI/TbyA_eVGI9I/AAAAAAAAAU4/MT7XXWvx2FI/s1600/Pollock_v03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="400" src="http://1.bp.blogspot.com/-tcUhifQ4TtI/TbyA_eVGI9I/AAAAAAAAAU4/MT7XXWvx2FI/s400/Pollock_v03.jpg" width="346" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-6SNxrXp0-YA/TbyFB4CkH6I/AAAAAAAAAU8/jQUGrRWKrrg/s1600/PollockUDK_v03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="400" src="http://2.bp.blogspot.com/-6SNxrXp0-YA/TbyFB4CkH6I/AAAAAAAAAU8/jQUGrRWKrrg/s400/PollockUDK_v03.jpg" width="325" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-8465594729763039665?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/8465594729763039665/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/04/pollock-updated-uv-mapped.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/8465594729763039665'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/8465594729763039665'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/04/pollock-updated-uv-mapped.html' title='Pollock Updated UV Mapped'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-tcUhifQ4TtI/TbyA_eVGI9I/AAAAAAAAAU4/MT7XXWvx2FI/s72-c/Pollock_v03.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-8967036979445068645</id><published>2011-04-23T13:27:00.000-07:00</published><updated>2011-04-23T13:27:02.009-07:00</updated><title type='text'>Pollock tweaked</title><content type='html'>Even tho I'm posting all this its really just catching up to where I am now so I can use this blog to keep my peeps up to date, anyway as I looked at "Pollock" the main characters working title name. I saw that I tweaked it more since that picture so here's a quick update of the tweaks.&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-QAiDjiAyI8Q/TbM2CrKK2nI/AAAAAAAAAUw/Mmo4R3YSAOw/s1600/pollock_v03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="400" src="http://1.bp.blogspot.com/-QAiDjiAyI8Q/TbM2CrKK2nI/AAAAAAAAAUw/Mmo4R3YSAOw/s400/pollock_v03.jpg" width="307" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-8967036979445068645?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/8967036979445068645/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/04/pollock-tweaked.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/8967036979445068645'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/8967036979445068645'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/04/pollock-tweaked.html' title='Pollock tweaked'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-QAiDjiAyI8Q/TbM2CrKK2nI/AAAAAAAAAUw/Mmo4R3YSAOw/s72-c/pollock_v03.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-2009587179249696667</id><published>2011-04-23T13:17:00.000-07:00</published><updated>2011-04-23T13:17:12.838-07:00</updated><title type='text'>and the enemies</title><content type='html'>there are only going to be 2 types, a guard and a soldier. Both the same but one is more like the SWAT team coming to kick some ace! All only modeled today and last night actually. Just getting some rough assets made. Not looking to make the most original idea evar, just making my first game. The goal was to no make a game with too much new game play, and try to use UDK for what its best/easiest at. I'm learning unreal script but there's so much work to do I don't want to make more work for myself in that area. So a 3rd person camera game is one of the first things, the cameras and an alarm system are what I'll have to script/program. The game is kinda like... a lot like metal gear/splinter cell. But crappier and much shorter, LOL. hey its just me!&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/--oX09hRWSv8/TbMyxG1ZjFI/AAAAAAAAAUo/h1CEJxy4_ds/s1600/wolfGuard.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="260" src="http://1.bp.blogspot.com/--oX09hRWSv8/TbMyxG1ZjFI/AAAAAAAAAUo/h1CEJxy4_ds/s400/wolfGuard.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-Vzlfef892XQ/TbMyylZRzwI/AAAAAAAAAUs/HyynI1qWjJQ/s1600/wolfSoldier.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="400" src="http://3.bp.blogspot.com/-Vzlfef892XQ/TbMyylZRzwI/AAAAAAAAAUs/HyynI1qWjJQ/s400/wolfSoldier.jpg" width="220" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-2009587179249696667?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/2009587179249696667/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/04/and-enemies.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/2009587179249696667'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/2009587179249696667'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/04/and-enemies.html' title='and the enemies'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/--oX09hRWSv8/TbMyxG1ZjFI/AAAAAAAAAUo/h1CEJxy4_ds/s72-c/wolfGuard.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-1136375336629408972</id><published>2011-04-23T13:10:00.000-07:00</published><updated>2011-04-23T13:11:31.308-07:00</updated><title type='text'>On to the Game</title><content type='html'>So this is a game developer blog of sorts, well really all things UDK that interest me not solely my game I'm developing. So I got to the point of learning rigging from scratch in UDK and&amp;nbsp;realized&amp;nbsp;I needed a model. First asset. Yay! Fun thing is at work I'm learning Fur techniques and Cloth, so that can come later.&lt;br /&gt;&lt;br /&gt;Here's the low rez out of Maya characters. I want to learn zBrush and take these in there and uprez them then into topogun or something and get multiple levels of resolution out with normal maps. Thats yet to come, first lets just get these into UDK running around, right?&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-MUQ26Z67-EA/TbMx36sp2FI/AAAAAAAAAUg/AZ5T8obDZeo/s1600/pollock_v02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-MUQ26Z67-EA/TbMx36sp2FI/AAAAAAAAAUg/AZ5T8obDZeo/s320/pollock_v02.jpg" width="234" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-0ypwrA9O6lo/TbMx8emoPEI/AAAAAAAAAUk/esHC_1ztExE/s1600/silencedPistol.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="227" src="http://3.bp.blogspot.com/-0ypwrA9O6lo/TbMx8emoPEI/AAAAAAAAAUk/esHC_1ztExE/s320/silencedPistol.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-1136375336629408972?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/1136375336629408972/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/04/on-to-game.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/1136375336629408972'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/1136375336629408972'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/04/on-to-game.html' title='On to the Game'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-MUQ26Z67-EA/TbMx36sp2FI/AAAAAAAAAUg/AZ5T8obDZeo/s72-c/pollock_v02.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-3282362209529241949</id><published>2011-04-23T13:04:00.000-07:00</published><updated>2011-04-23T13:48:57.164-07:00</updated><title type='text'>UDK FX Tests</title><content type='html'>More getting up to speed these are the UDK FX tests I did.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://vimeo.com/15014234"&gt;http://vimeo.com/15014234&lt;/a&gt;&lt;br /&gt;&lt;a href="http://vimeo.com/15862026"&gt;http://vimeo.com/15862026&lt;/a&gt;&lt;br /&gt;&lt;a href="http://vimeo.com/18816281"&gt;http://vimeo.com/18816281&lt;/a&gt;&lt;br /&gt;&lt;a href="http://vimeo.com/19355289"&gt;http://vimeo.com/19355289&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;and a dynamic level loading/unloading test&lt;br /&gt;&lt;a href="http://vimeo.com/22177603"&gt;http://vimeo.com/22177603&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;not that you have to watch these just to say this is where I've been, some things to see...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-3282362209529241949?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/3282362209529241949/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/04/udk-fx-tests.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/3282362209529241949'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/3282362209529241949'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/04/udk-fx-tests.html' title='UDK FX Tests'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1356225050208791035.post-5030719143293251256</id><published>2011-04-23T12:57:00.000-07:00</published><updated>2011-04-23T13:28:45.796-07:00</updated><title type='text'>Learning UDK</title><content type='html'>Last October I decided I'm going to go all in and learn UDK. My background is FX in film as seen in part on my &amp;nbsp;other blog agentfx.com along with some video tutorials on various FX topics. First I wanted to get good at FX in Unreal so I could get a job working with it full time (which I have now). So I got well versed in Cascade, Lighting, Materials, Kismet, Matinee, etc sort of the back end of things (vs the front making models, rigging character animating creating assets in maya which I already know how to do).&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;u&gt;My Process&lt;/u&gt;&lt;/b&gt;&lt;br /&gt;I scoured the web looking for all the quality video tutorials I could find then bought ever DVD made (or choose the best option for duplicate topics based on instructor exp). As I learned I got to the point were I felt I need to make a game to really test my skills in every area.&amp;nbsp;Initially&amp;nbsp;I wanted to make it with a team but ultimately choose to start out on my own until I get the game to a point in which people can add a few bits of polish and level design type things. To get my friends up to speed and track what I have and haven't seen tutorial wise I made a &lt;a href="https://docs.google.com/document/pub?id=1kgBVcyyj34_RIoN8SRDEcsMTx49kKTauZu_cUB4UK8g"&gt;&lt;b&gt;google doc&lt;/b&gt;&lt;/a&gt;&amp;nbsp;where I tried to make a fast track to learning UDK, from what's the best on the web to what DVD's are well&amp;nbsp;worth&amp;nbsp;the money. I'll keep updating it, so post links and I'll check them to see if they are worth adding to the list. The point isn't to have all the tutorials but the fewest possible to learn the tools. Its a little rough looking in the "publish to web" formatting but whatevs its the best method for keeping up on it.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1356225050208791035-5030719143293251256?l=agentfxudk.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://agentfxudk.blogspot.com/feeds/5030719143293251256/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://agentfxudk.blogspot.com/2011/04/learning-udk.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/5030719143293251256'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1356225050208791035/posts/default/5030719143293251256'/><link rel='alternate' type='text/html' href='http://agentfxudk.blogspot.com/2011/04/learning-udk.html' title='Learning UDK'/><author><name>David Schoneveld</name><uri>http://www.blogger.com/profile/16508609331592126212</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry></feed>
