Part 3 of tutorial on using the
Truespace7.6 plugin and script for importing and exporting Unreal
files. Now we'll add the animated mesh to a simple game test level. Note that the
result will be an animated mesh not a character.
Instructions March 7 2009:

File - New - choose subtractive and ok
click on the unlit button otherwise everything is black until lights are
added
Brush - subtract
left drag back to see the room
left drag moves forwards and backwards rotates left and right
right drag steer up and down
left+right drag move up and down
right-click on the back wall and choose add actor - add light
move the light so it's not embedded in the wall.
right click the light and choose Toggle Dynamic Channel - this makes it
so the light can see the animated mesh.

click on the mesh in the generic browser then right click on the floor
and Add Actor - Add SkeletalMesh:xxx
right click the mesh and go to it's properties

open SkeletalMeshActor - SkeletalMeshComponent - SkeletalMeshComponent
click the green plus to add a new item to the AnimSets

open the generic browser to the CH_AnimHuman and choose the
K_AnimHuman_BaseMale animset.
Back to the properties and click the green arrow to assign it to the
mesh.

expand Animations - AnimNodeSequence and type "Taunt_FB_Hoolahoop" or
whatever animation you want from the animation sequences list for the
animset. check bLooping and bPlaying so the animation starts
automatically.
Build - Build All in the menus
close the map check ignoring the warnings

Right click on the floor - "Play from here"
press escape to exit
That concludes the absolute bare minimum steps to get an animated
skeletal mesh from truespace into the unreal editor.
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