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View Full Version : Why .dae file format importing so long?



Lipton
11-17-2009, 05:06 PM
I made a model in 4d cinema and save .dae. My model consist of 3 parts. I import it to UDK with ''Import as a sceletal mesh'' wright? And model importing a some HOURS! It is normal? It have a 15000 polygons.
My PC configuration is:
AMD athlon 64X2 4600+
2 Gb RAM
320 mb video.

clintonman
11-19-2009, 03:21 AM
I made a model in 4d cinema and save .dae. My model consist of 3 parts. I import it to UDK with ''Import as a sceletal mesh'' wright? And model importing a some HOURS! It is normal? It have a 15000 polygons.
My PC configuration is:
AMD athlon 64X2 4600+
2 Gb RAM
320 mb video.
I don't think it's possible to import a skeletal mesh that's made of more than one part. I think each part needs to be it's own file then you assemble the parts inside the editor. Also the dae import for skeletal meshes doesn't work in the first beta release. I haven't tried the second beta yet.

Edit: Second beta skeletal collada still broken.

genetransfer
11-19-2009, 03:36 AM
I may be off base here, as I'm new to UDK, but I was under the impresion the engine only takes skeletal meshes exported with ActorX Plugin. If it doesn't have bones you can just use .ase/.dae but with bones it needs to be exported with the plugin. though correct me if I'm wrong here :)

clintonman
11-19-2009, 02:42 PM
I may be off base here, as I'm new to UDK, but I was under the impresion the engine only takes skeletal meshes exported with ActorX Plugin. If it doesn't have bones you can just use .ase/.dae but with bones it needs to be exported with the plugin. though correct me if I'm wrong here :)
Yep, you're wrong, but only partially. The ActorX plugins export PSK and PSA format files when saving skeletal meshes and their animations. So any program that can write these formats can be used with UDK.

genetransfer
11-19-2009, 05:17 PM
ok cool, thanks for clarifying! I hadn't heard of these formats (.psk/.psa) before useing UDK.

Henrik
11-20-2009, 05:07 AM
They're specific to Unreal Engine and have been in use since UT2003.