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Talario
05-04-2010, 10:43 AM
Hi everyone. I'm pretty new to all of this. I've been workin with it for the last week, and I've gotten pretty comfortable with Blender, so I really don't want to have to learn another 3D software.

The trouble I've had is that I tried downloading the Script to export PSK and PSA and it didn't work. I put it in the scripts folder, in the io folder, I tried with 2.5 Alpha 2 and 2.49. I've even downloaded 4 or 5 different scripts and tried them on each. I've followed the directions step by step, and nothing seems to be working.

I've also tried exporting through the FBX format that I read about, but the bones come in at one size every time, even if I adjust them before exporting. The biggest problem is that even if the size of the skeletal structure, and the size of the mesh is the same... they don't line up. WHich means when it animates, it does so VERY strangely.

http://i34.photobucket.com/albums/d121/Sketchthis87/WTF.jpg\

Anyways, the script error I keep getting says "missing modules" or "Module Mathutils not found". I dunno what to do.

Can anyone help me? I would really appreciate it!!

darknet
05-04-2010, 11:29 AM
Blender 2.50 alpha you need the latest one. Not from the blender site. It update by svn build.

http://www.graphicall.org/builds/

Get the update ones to fixed some errors.

Here the update for blender plugin for 2.49 and 2.50 Alpha builds and video tips.

http://utforums.epicgames.com/showthread.php?t=602953

Talario
05-04-2010, 11:48 AM
It's still not working. Says "AttributeError: 'Scene' object has not attribute "current frame".

The enable plugin worked, but it's just not exporting correctly. Any advice?

darknet
05-04-2010, 12:49 PM
Which blender version are you using?

Talario
05-04-2010, 01:11 PM
K, now I got it workin.

The only problem is it isn't importing the animations.

darknet
05-04-2010, 04:08 PM
psa = animation file?

Talario
05-04-2010, 04:50 PM
Yeah it comes in VERY morphed though. The model and Skeleton are seemingly weighted wrong, but they are correct in Blender.

Rather confused, lol.

Hyper_Shado
05-04-2010, 06:13 PM
Here is a really long thing I wrote about exporting from Blender. I hope you haven't already resized your armature and mesh though. A lot of this is going to be totally nonsensical and unrelated to you, so just find the important parts:


- YOU NEED A ROOT. I made the same mistake, and surely enough, my animation (Sonic) was retarded. Unreal makes one of your bones a root anyway. Luckily, you can do this without screwing up your mesh or animations.
- Your mesh and armature need to be centered on the origin, along with the root bone. Otherwise, again, you get screwed-up offsetting.
- Scale by at least 80. Yes, going from Blender to Unreal, things shrink. A LOT.

Follow my instructions very carefully, and then post this message in the topic so others can read it.

1. (Start out in Object mode) Go into blender and clear the armature parent (so the mesh and bones are no longer linked). Now move both your mesh and armature (the bones) so that the feet of cute lil' Metool are straddling the very center of the world, aka Origin (x=y=z=0). Note that this is not the same as actually moving the objects to the origin (that would be moving the centers).
2. Now, here's the confusing part. Left-click very close to the origin. Now hit Shift+S ("Snap") and snap the cursor to the grid. The cursor should be at the exact origin now. Now right-click (make sure the cursor doesn't move) your mesh, go to Object > Mesh and click "Center Cursor". Hopefully you can guess what happened now: that pink dot that was the "center" of your mesh (when you rotate, it would rotate around this point) is now located at the Origin. Do the same for the Armature - this doesn't have the same "Mesh" menu though, so click on Object on the toolbar that's in the 3D view, then go to Transform and find the Center Cursor. If you did it right, clicking r twice on either the mesh or armature should allow you to rotate it as if it's "standing" on some tiny dot at the Origin.
3. Now, go into edit mode for the Armature (leave the cursor at the Origin). Click Spacebar > Add > Bone and make this bone about the size of Metool's foot (use Alt-S to make a B-Bone thinner, and grab the end point of the bone away from the Origin to scale it). Set this one to NOT deform and call it "Root". A root bone is used to move your entire armature at once, which is useful for most movement (look at real life - you bob up and down when you walk, don't you? same here). In addition, it's necessary to have a root for Unreal's animation system. Now that you have the root, set it as the Parent bone of all parents. In your case, I think the best hierarchy is Root > Body > the last 3 bones since you have a very simple skeleton.
4. Restore the armature parent and make sure that everything is working like it should. Now, at this point Save (just in case Blender crashes). Now, you could export it at this point and it would work fine, but it'd be tiny as hell assuming you haven't already scaled it (and if you did, go back and make it it's original blender scale plz.) We don't like that. Click on the armature, and snap (Shift+S) the cursor to selection. Note that this may not be at the Origin like you'd think, but that's okay. Go into Edit mode and (very important) set the pivot point to 3D cursor. Now select all the bones and scale by 100 or 80 (remember the number so you can always change it back later - actually, don't save after scaling, so if you screw up you can try again easily). Now, go back into object mode and, of course, Metool is ****ed up. That's okay - just click him and scale by the same factor as for the Armature. Now you're set.

Interius
05-05-2010, 05:26 PM
omg I'm getting so tired of trying to export my assets! I'm using ubuntu for blender. I download the most recent svn for linux 32 bit systems but when I go and double click the blender file nothing happens.

Hyper_Shado
05-06-2010, 10:38 AM
^Uh, do you have Blender installed? I have linux Mint, and I have to open up the Blender program first before opening a .blend file.

Interius
05-28-2010, 01:49 AM
I know it sounds silly but only 2.5 works. Anything older than that wont open, is there maybe a terminal command I can use to start it?

phale
05-29-2010, 05:24 AM
.fbx format is the best way to blender -> udk for SK Meshes. To my understanding 2.52's exporter is broken, but I can confirm that 2.49b works perfectly (with goofas' .ase exporter also).

Otherwise theres other 3d formats that UDK accepts other than .psk/psa, which were always a pain in the ass to get right.

VolitionGames
08-20-2010, 09:32 PM
.fbx format is the best way to blender -> udk for SK Meshes. To my understanding 2.52's exporter is broken, but I can confirm that 2.49b works perfectly (with goofas' .ase exporter also).

Otherwise theres other 3d formats that UDK accepts other than .psk/psa, which were always a pain in the ass to get right.

Did you get the .fbx exporter to work for characters? I can only use it for weapons. My characters always come out screwy