EDIT: Collision cylinder is aligned just fine now: my problem was I wasn't using extreme enough units. Lowering the unreal units into the negatives did me just fine.
I've edited the scaling and the model's now at a size that I want it! Only one problem remains - playing animations.
As for the animations, I'm getting a really strange error with PlayAnim: I know my animation names and package names are correct, but with Unrealscript
Pawn.Mesh.PlayAnim( BirdPawn(Pawn).Boobooday_Packed_WalkOnLand, , True ); //causes an error
Just gives me the error:
Unrecognised member "Boobooday_Packed_WalkOnLand" in class "BirdPawn"
(If you're wondering why I'm saying Boobooday_Packed instead of BooboodayPacked, it's because that's my re-imported package.)
I'm not sure if there's some variable I'm meant to assign for the animation or what, since I don't have anything like that in the code; I still have that BirdWalkAnim name var lying around, but I'm not sure how to it - do you mean to just call that whenever I use PlayAnim?
All the other resources I've found on the topic seem to point me to Kismet, but with only two days to learn it in, I'd love it if Unrealscript could cover me.
Trying the second option gave an interesting and comically alarming result - I think it worked, but it's really small! This may be something I have to change in the unreal edior, but right now the model is a small dot so tiny I confused it for a crosshair at first! If I squint, I think animations are even playing, but it'd be easier to tell if it were in a larger size.
I ask since I'm uncertain where to go for this - Blender or Unreal Editor, I presume - or what tools I should use when I get there; are there any bright ideas out there on how to increase a model's size?
I have an AnimSet, and truth be told my project isn't meant to be about animation or modelling, just tieing UDK together in a way as to create a functional game, so this is just to make thiings fit a 'narrative' of sorts that my mechanics have hopefully laid out. An AnimTree is something I'd like to do fundamentally, but truth be told I'd like to be able to focus on my other modules that I've long neglected (particularly with exams around the corner!), so I hope you'll forgive me if I try and make do without one. If I can get my lil' Boobooday model playing with two/three animations from the Armature set, I'll be stoked.
I've tried your method and, good news, the model has changed! Bad news, though, is that the model now hovers a few inches above the ground, and is still the same UTBot model, only with no animations. Something's clearly gone wrong along the way, as I'm supposed to be seeing a little bird right about now.
Hrghm, any ideas?