Just here to point out some info on how to get the current rigs to work for UDK. It's best to show this with an image of the hierarchy rather than go wordy with it.
Basically if the root bone is not its own parent node (not under AllJoints) UDK won't import the bones correctly. Just to be sure, I've also moved out the mesh itself. All controls can stay where they are as they are not used during the export process (which is to select the root bone and the mesh and export selection to FBX). Middle-click dragging the nodes above outside of the main tree makes everything work correctly. Nothing else needs to be done other than renaming the last bones R_Thumb and L_Thumb to R_Thumb1 and L_Thumb1.
These changes are already done on the repo for just about every animation and rig scene. So just make sure any further submissions have these changes done.
Few other things to note:
The Fat Boss rig cannot be imported with both the boss and the cane in the same scene. So what is probably going to have to happen is that you will have to separate the cane from the character into two separate scenes.
The UV textured version of Whitey found in Casey's rig (Whitey.mb) is not correctly bounded to the skeleton. For some reason in UDK it imports the mesh with only the tips of the hands and feet attached. This may require the mesh to be rebounded to the rig for this to work.
All animations done must not move the character from the origin. If you are going to move the character at all, return them back to the origin at the end of the sequence. Without this, the character will slide between animations in UDK.
Unfortunately we cannot use the animations in the eyes as they use bone scaling. We need to make use of morph targets to achieve blinking eyes. Until then all animations will ignore the blinking when it is imported into UDK.
Keep everything scaled to 1,1,1. UDK will import the model and animations incorrectly if they are scaled down at any point. Also be sure to correct any scaling before moving the root bone as a parent node in the hierarchy. If any of those values are still red, then you still have to correct them!
Lastly Casey has uploaded all the most up-to-date rigs on the repo under "rigsCasey". I suggest using these rigs for future animations done. Just don't use Whitey until the skin binding issue has been resolved (you can still use the AsianIntern or the IT_Nerd though~).
The Fat Boss rig cannot be imported with both the boss and the cane in the same scene. So what is probably going to have to happen is that you will have to separate the cane from the character into two separate scenes.
The UV textured version of Whitey found in Casey's rig (Whitey.mb) is not correctly bounded to the skeleton. For some reason in UDK it imports the mesh with only the tips of the hands and feet attached. This may require the mesh to be rebounded to the rig for this to work.
All animations done must not move the character from the origin. If you are going to move the character at all, return them back to the origin at the end of the sequence. Without this, the character will slide between animations in UDK.
Unfortunately we cannot use the animations in the eyes as they use bone scaling. We need to make use of morph targets to achieve blinking eyes. Until then all animations will ignore the blinking when it is imported into UDK.
Keep everything scaled to 1,1,1. UDK will import the model and animations incorrectly if they are scaled down at any point. Also be sure to correct any scaling before moving the root bone as a parent node in the hierarchy. If any of those values are still red, then you still have to correct them!
Lastly Casey has uploaded all the most up-to-date rigs on the repo under "rigsCasey". I suggest using these rigs for future animations done. Just don't use Whitey until the skin binding issue has been resolved (you can still use the AsianIntern or the IT_Nerd though~).