Importing your own custom models using 3DStudio MAX
(using the bipeds supplied by EpicGames and hence saving ALL the hassle of animating everything!)

HUGE thanks to praetorius on the 3D buzz forums for existing, as by heck I wouldn't be where I am today if it wasn't for you and three quarters of this is yours. The thread can be found here.

And a big thanks to EpicGames and the Unreal Developers Network. Support is always a good thing, especially with something as wicked as the UT2003 engine. Keep it up guys!

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1. Create a player model in 3D Studio MAX.

For a game player model, the poly count is recommended at around 2500 - 3500 polys. My character is 2982. with two 1024x1024 textures. One for the head, arms and backpack, the other for the torso and legs. Save as file with only the mesh in it (delete EVERYTHING else)
I had a single mesh, with two textures assigned to it (this is done by having two separate objects, each with it's own UV mapping that is collapsed to each object and then those two objects are collapsed into one single mesh. What you have left is one object with embedded UV coordinates. I will probably add a tutorial on Mapping etc later.

2. Open a rig that Epic Games distributed for use, these can be found here.

I used the MercMaleA_rig.max

3. Select the Merc Character mesh and go to the modify panel, delete the Physique modifier then delete the original Merc mesh. Also unhide and delete the '!ground' object (although the ! may discount it, I prefer to be rid of it and use the grid as floor reference.)
4. Merge your saved cutom model with the current scene...make sure you only merge the objects you want to see in game
5. Set your model to freeze (Display panel | Freeze pulldown) and scale the biped accordingly to suit your model as best as possible. Make sure that the end result holds to the same rough pose, as this is classed as a 'reference pose' and UT2003 uses this for the vertex assignment etc. (in a .PSK file) in which the animation file works from (called .PSA). You may need to edit your mesh as well to suit the arm position etc. Best to save once finished to a unique name in case you need to come back.
6. Assign Physique to your model and apply it to the biped (attach to node). On initialisation, make sure that in the 'Vertex link - assignment' pulldown select 'Rigid' and (up to) 3 links. Do not select N links or 4 links as the engine does not do it (source: udn.epicgames.com)
7. Assign your envelopes as you see fit. On my first model I actually did each vertex by hand, that's a personal preference I guess. In my case it was a basic marine which didn't have much deforming vertices...so rigid assignments were most in use. (I find after a vertex is assigned to your liking, hide the vertex/ices as then they cannot be reassigned by mistake)
8. Once you have created your model with physique assigned in a reference pose (as close to what the original biped position was) you use the Actor X plugin to export a .PSK file. ActorX can be found:
http://udn.epicgames.com/pub/Content/ActorX/
This file is to be imported into UnrealEd 3.0

The ActorX plugin is found in the 'utilities panel | more' all we need to do is select a folder to create the file, give the file a name and select 'Persistent settings', 'persistent paths' and 'all physique meshes' under the ActorX - Setup panel at the botom. Then select 'Save mesh/refpose' and the .psk file is saved.

9. Open up UnrealEd 3.0.
10. Go to the Animation Manager (View | Show Animation Browser or use the tab if the browser window is already open) and open an existing character to base your custom model on. For my marine I used 'Jugg.int' as my marine has large shoulder pads. Select whichever .int file best suits your model.
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