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View Full Version : Blender -> UDK - this is important!



wagdog
12-02-2009, 05:25 PM
Greetings all,

I'm trying to work with blender and export a mesh from blender into the udk. Yes, I've googled, searched here, etc...

I'm having varying degrees of success, actually made a small cube, but it didn't show up in the editor (but did when I played the level - however no textures). I suspect after many more hours of searching and trial and error, I will eventually be successful.

However, it shouldn't be this painful. Seriously. Enough people are clamoring for Blender->UDK support.

I think it's essential that Blender and the now free-to-use UDK be better integrated, and that definitive information on how to make it happen be easily accessible.

Of course I recognize that Blender is not an "industry standard" tool like Maya or 3DSMax, but Blenders position as the premier open source 3D modeling tool makes it important, at least in my eyes.

I'm curious if anyone knows of a definitive source of information, or tutorial (preferably NOT on youtube) for exporting a blender static mesh with material(s) that actually works from start to finish, utilizing the current UDK.

razvanab
12-02-2009, 06:27 PM
Try this:
http://odedge.com/

lots of good tutorials and informations

Bobreg
12-03-2009, 08:43 AM
For starters, you can go to:
http://www.katsbits.com/htm/tools_utilities.htm
and download the latest .ase exporter:
http://www.katsbits.com/files/blende...0.6.10b_UT.zip

geodav
12-03-2009, 01:52 PM
search the UT3 forums for a guy called darknet , he's done a lot for blender -> UT3/UE3 and that should also work for UDK

wagdog
12-03-2009, 07:46 PM
OK, I finally muscled my way through getting a simple (default cube) from blender to the udk. I made a step-by-step tutorial if anyone is interested.

http://wagner-usa.net/udk/blender_to_udk_simple.html

guineapig
12-03-2009, 08:43 PM
Thtas really cool. You should post it to the docu forum might help a lot people (such as me :D

(especially the blender part!!)

wagdog
12-04-2009, 05:20 PM
Thtas really cool. You should post it to the docu forum might help a lot people (such as me :D

(especially the blender part!!)

Thanks. If you have any suggestions on improving it, such as something needing clarification, etc..., please let me know.

Mekose
12-09-2009, 04:56 PM
Thank you Wagdog, this helped me out a lot. I've been fumbling with a buddy of mine to try to get this to work and he'll be happy to hear about this and read your tutorial.

GRoss
12-09-2009, 07:45 PM
I remember when I could not see my imported static meshes in the 3D view, but could see them in orthographic views and in game - all you have to do is hit the 'W' key - which is a shortcut for hiding/hiding static meshes.

Another thing to watch out for is scaling - I scale my models up 20 times when importing the from Blender to UDK (the amount of scaling depends on how big are your models in Blender of couse)

Hope that helps fellow Blenderers 8P

robin1232
01-11-2010, 03:19 PM
nice tutorial, but if you place the script in C:\Program Files\Blender Foundation\Blender\.blender\scripts
or whatever your blender installation folder is
and restart blender, it will be at the export list immideately, thats how I do it, and your way is alot of hassle

Piddu
01-13-2010, 04:32 PM
maybe i should open a new topic, to ask this: " how to unwrap PROPERLY in blender? "

i mean i have made a simple veicle with four wheels it's kind a futuristic hummer with 2 turrets on that.

i select all faces, unwrapp and it's all messy, so i tried with unwrap smart projection... everything seems good but if i look at the test grid there are side areas totaly disoriented.
wheel island are deformed, they are ellittic like.
other parts are not with the same scale of the others.
this occours seems blender in order to fit the image area, deforms some island...
so i tried to improve the distance between islands, they will appear smaller but again they are not all with the same scale...

i even tried to project all manually with project from view but it doesn't have any sense, since it's too long to do and keeping the same aspect ratio for all the views is not so simple...

i have tried to use some seems in order to divide the mash in more parts... again nothing to do ....