Major Project start! This will be a bit of a trial and error space for a little while, as my first task is to rig our Ogre character for use in UDK. Having not rigged for UDK before, I'm sure there will be some traps and pitfalls I'll fall into and have to drag myself out of.
The rig will be complicated by the fact that we need to have our Ogre pick up the animations from UT3, as well as our own animations going in. This means the rig needs to be simple to apply the animations already there (especially as the Ogre's proportions are massively different to the UT3 characters), but we need enough control to be able to animate it well.
After some research, my plan is to make a 3 layer rig. On the bottom, I'll have a base rig, which the model will be skinned to and UDK will recognise. This will be constrained, with position and orientation constraints, to an animation rig, which we'll be animating. This means I can add IK/FK switches, twists and controls without worrying about breaking the underlying rig. On top of this I'll add a layer of control shapes. The Ogre is a fat character, and its going to be difficult if not impossible to animate him without seeing the skin, so our animators wont want to be messing around seeing the skeleton.