Hey folks.
I recently got on-board a UDK game as an animator/rigger, but I haven’t had much to do with UDK before this. I’ve been reading up on a lot of things and have been able to get skeleton and animations into UDK.
I’m wondering how you guys work with helper/deformation joints or morphtargets to help deform the mesh. I’m not talking about twist, as I’ve figured out how to do that in the AnimTree, but for corrective work on the crotch and shoulder for example. I’ve found the SkelControlSingleBone node in the AnimTree Editor and I’m thinking that this could be used as a simple SDK-node. Would it be possible to have a joint rotation drive the blend of this node?
How would this compare performance-wise with morphtargets? Do you use helper joints at all for in-game meshes? If any of the methods were to be used joints would be more versatile when it comes to using it across multiple characters I would think.
All views, tips and hints on this would be much appreciated!
I use Maya and thanks for reading. :):