Basic Kismet Tutorial. An Unreal Development Kit Tutorial. Jesse Walter

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1 Basic Kismet Tutorial An Unreal Development Kit Tutorial By Jesse Walter File name: UDK_ElevatorsB.docx Page 1 of 23

2 Purpose: The purpose of this document is to provide a written instructions creating elevators and working with Kismet, Matinee, and the Curve Editor in the Unreal Development Kit (UDK). System Requirements Minimum: o o o o o Windows XP SP2 or Windows Vista 2.0+ GHz processor 2 GB system RAM SM3-compatible video card 3 GB free hard drive space Recommended for Content Development: o o o o o Windows Vista 64 SP GHz multi-core processor 8 GB system RAM NVIDIA 8000 series or higher graphics card Plenty of HDD space The UDK will install.net Framework 3.5 Service Pack 1 if you don't already have it. This will require an internet connection. File name: UDK_ElevatorsB.docx Page 2 of 23

3 Preparation Create the area in your level first. 1. Create the area in your level. For this demonstration, a simple free floating set of floors have been created. 2. Add your elevator or lift platform. File name: UDK_ElevatorsB.docx Page 3 of 23

4 Adding Lift Platform/Elevator 1. Open your content browser by clicking on the icon in the menu tool bar. 2. The content browser dialog box will appear. File name: UDK_ElevatorsB.docx Page 4 of 23

5 Adding Lift Platform/Elevator (Continued) 3. Click the "All Assets" button located on the content browser dialog. 4. Find the Static Mesh object that you want to use for the lift platform by clicking Static Meshes check box under the Object Type. Then either browse the selection of items or fine tune your search under the Tags category. 5. The Static Mesh used in this example is the S_LT_Floors_SM_FloorCeiling_Brid ge File name: UDK_ElevatorsB.docx Page 5 of 23

6 Adding Lift Platform/Elevator (Continued) 6. With the mesh selected, right click on the area in your level where you want the lift to be located. 7. Select add Actor >InterpActor S_LT_Floors_SM_FloorCeiling_Bridge File name: UDK_ElevatorsB.docx Page 6 of 23

7 Adding Motion to the Lift Platform/Elevator 8. With the object still selected, click on the Kismet menu icon. This will bring up the Kismet Dialog box. 9. Right Click to bring up the sub-menu Select "New Event Using InterpActor XXX" (Or in this case: InterpActor_0) In the side sub-menu select Mover 12. The Intemperate Actor diagram will appear. 13. Double Click on Matinee. A new dialog box will appear. File name: UDK_ElevatorsB.docx Page 7 of 23

8 Adding Motion to the Lift Platform/Elevator (continue) 14. In the Matinee dialog box, Click on Movement. 15. Press Enter to add a Key Frame. (Or click on the Add Key Frame icon box.) in the top left corner of the dialog File name: UDK_ElevatorsB.docx Page 8 of 23

9 Adding Motion to the Lift Platform/Elevator (continue) 16. Decide on the length of time needed for the action to take place. For this demonstration, 5 seconds was selected. Click on the end time of the action and Press Enter (to add an ending key frame). File name: UDK_ElevatorsB.docx Page 9 of 23

10 Adding Motion to the Lift Platform/Elevator (continue) 17. Minimize the Matinee dialog box and Minimize the Kismet dialog box. 18. Using the move tool move the object to the desired location. (While doing this you are recording the route that the object will take for each key frame you create.) 19. Close the Matinee and the Kismet dialog boxes after you have completed your movement(s). 20. Right Click on your object and Left Click on the InterpActor_xxx Properties. File name: UDK_ElevatorsB.docx Page 10 of 23

11 Adding Motion to the Lift Platform/Elevator (continue) 21. Click on the Collision submenu in the Properties dialog box. 22. Select the "Collision Type" drop down menu. 23. In the drop down menu, Select "Collide_BlockAll". File name: UDK_ElevatorsB.docx Page 11 of 23

12 Adding Motion to the Lift Platform/Elevator (continue) 24. Close the Properties dialog box. 25. Save your project. 26. Build All on your project and test it out. File name: UDK_ElevatorsB.docx Page 12 of 23

13 Adding Trigger to the Lift Platform/Elevator 1. Create a control panel with either a static mesh or build with the UDK brush. In this example I have used both a static mesh and brush. Make sure the collision is set to block all. 2. Right click on your control pane. 3. Select "Add Actor" and Click "Add Trigger". 4. A Trigger object will appear near or on your static mesh object. You may want to resize this object as needed. 5. Click the newly created Trigger. 6. With the object still selected, click on the Kismet menu icon. File name: UDK_ElevatorsB.docx Page 13 of 23

14 Adding Trigger to the Lift Platform/Elevator (continued) 7. Right Click to bring up the sub-menu. 8. Select "New Event using Trigger_x". 9. Click "Touch". 10. Click and Drag the "touched" connector arrow from the Trigger_x Touch Kismet object to the "Play" connector on the previously created Matinee. File name: UDK_ElevatorsB.docx Page 14 of 23

15 Adding Trigger to the Lift Platform/Elevator (continued) 11. Click the "Trigger_x Touch" Kismet object. 12. With the "Trigger_x Touch" object still selected, set the "Max Trigger Count" properties to 0. This ensures the unlimited use of the trigger. 13. Close the Kismet dialog box. 14. Save your project. 15. Build All on your project and test it out. File name: UDK_ElevatorsB.docx Page 15 of 23

16 Manipulating Movement Using The Curve Editor 1. Add the static mesh object to your scene. In this example I have used two static meshes. One mesh is the base or holder of my moving object. The second static mesh (the ball) is the object I want to move. 2. Select the next static mesh object from the content browser. This will be the static mesh object you wish to animate. 3. With the mesh selected, right click on the area in your level where you want the lift to be located. 4. Select add Actor >InterpActor (name of your object) 5. With the object still selected, click on the Kismet menu icon. This will bring up the Kismet Dialog box. File name: UDK_ElevatorsB.docx Page 16 of 23

17 Manipulating Movement Using The Curve Editor (continued) 9. Right Click to bring up the sub-menu. 10. Select "New Event Using InterpActor XXX" (Or in this case: InterpActor_3) 11. In the side sub-menu select Mover 12. The Intemperate Actor diagram will appear. 13. Double Click on Matinee. A new dialog box will appear. 14. Adjust your time line to the desired length of your animation. File name: UDK_ElevatorsB.docx Page 17 of 23

18 Manipulating Movement Using The Curve Editor (continue) 14. In the Matinee dialog box, Click on Movement. 15. Add your key frames to the desired time. (For the purpose of this demo I will set three key frames evenly dispersed.) Press Enter to add a Key Frame. (Or click on the Add Key Frame icon box.) in the top left corner of the dialog 16. Check the second check box next to the "Movement" category. File name: UDK_ElevatorsB.docx Page 18 of 23

19 Manipulating Movement Using The Curve Editor (continued) 17. The Curve Editor will appear with the axis channels for movement shown in the corresponding colors. 18. I want to manipulate the rotation of my object. Click on the toolbar menu "Window" and make sure "Properties" has been checked. 19. Click the "Show Rotation On Curve Editor" check box. 20. Additional channels will be added to the curve editor. These are the rotation channels. File name: UDK_ElevatorsB.docx Page 19 of 23

20 Manipulating Movement Using The Curve Editor (continued) 21. Click all the channels to off except for the y-axis movement. 22. Select the key frame for the animation to occur. 23. Right Click the key frame in the Curve Editor. 24. Click Set Value. 25. Enter in the value of the desired rise for the object. For the purpose of this demo the value has been increased by UDK 20 units. 26. Click all the channels to off except for the X-axis rotation. 27. Select the middle key frame for the animation to occur. 28. Right Click the key frame in the Curve Editor. 29. Click Set Value. 30. Enter in the value of the desired rotation for the object. For the purpose of this demo the value has been increased by 180 degrees. File name: UDK_ElevatorsB.docx Page 20 of 23

21 Manipulating Movement Using The Curve Editor (continued) 31. Select the last key frame for the animation to occur. 32. Right Click the key frame in the Curve Editor. 33. Click Set Value. 34. Enter in the value of the desired rotation for the object. For the purpose of this demo the value has been increased by 360 degrees. 35. Straighten out the line in the curve editor by selecting each point and clicking the "linear" button. File name: UDK_ElevatorsB.docx Page 21 of 23

22 Manipulating Movement Using The Curve Editor (continued) 36. When you are done you should have a graph similar to this: 37. Click the close button on the Matinee dialog. 38. Make sure you have the Kismet dialog box open. 39. Click the Matinee object in Kismet. 40. Scroll down in the properties window and click the check box for "Looping". File name: UDK_ElevatorsB.docx Page 22 of 23

23 Manipulating Movement Using The Curve Editor (continued) 41. Click the InterpActor XXX Mover and delete this object. 42. Right click and add New Event > Level Loaded 43. Click and Drag the "Loaded and Visible" connector from the "Level Loaded" object to the "Play" connector on the "Matinee" 44. Close the Kismet dialog box. 45. Save your project. 46. Build All on your project and test it out. File name: UDK_ElevatorsB.docx Page 23 of 23

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