It depends on the format of the animations themselves. But yes it might be possible. Biggest issue is that you need to make sure the bone references/names match the ones on the model you plan to use the animations on. For example, older UT animations use different bone naming standards to UT3. Last but not least you import the model, apply the animation package to it then setup a animtree to tell the model which animations to use defending on what state it's in. eg.. Run state uses run animation.
-- Edited by Lord_PorkSword on Sunday 18th of November 2012 10:26:28 PM
foufoune rose helped me out for the DM-UOF3-Insidious anim, the map is from ut2k4 imported, perhaps can u give it a watch, no idea what he did but it works (fire the tubes with robots in gives an anim)
It depends on the format of the animations themselves. But yes it might be possible. Biggest issue is that you need to make sure the bone references/names match the ones on the model you plan to use the animations on. For example, older UT animations use different bone naming standards to UT3. Last but not least you import the model, apply the animation package to it then setup a animtree to tell the model which animations to use defending on what state it's in. eg.. Run state uses run animation.
Ok,
But my question is,
is it needed to use a soft like 3ds max between the package (or the files out of the package, like skeletal mesh .ukx, psa files...) from ued 2.5 and its importation on UDK ?
And better, could you point me a good tutorial (step by step with pics) to make that job (export an anim from a Unreal engine game -> import to UDK)?