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  1. #41
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    explodi
    I tested your rig it work fine with your IK constraint. But you need to assign all your bones in the first key frame. Because it filter out all the bones names. From the action set groups.

    Since it the only way to able to export all the animation data is by over riding the action sets base on the groups name. That I create a filter for it.

    To keep it simple. Once you create the action set. You need to assign all the bones in first key frame.

    For doing the IK make sure the armature bones have actions on they own.


    Example export all action sets:
    [Right way]
    Action set:Armature Action
    group+=bone
    group+=bone2

    Action set:Empty Action
    group+=Empty Object

    Object:Empty Object

    Armature: Armature
    bone+= bone
    bone+= bone2

    Result: It will export > Armature Action


    [Wrong way]
    Action set:Empty Action
    group+=Empty Object

    Object:Empty Object

    Armature: Armature
    bone+= bone
    bone+= bone2

    Result: It will export > None(there no actions matching the bone name from action group name)



    [Wrong way]
    Action set:Armature Action
    group+=bone

    Action set:Empty Action
    group+=Empty Object

    Object:Empty Object

    Armature: Armature
    bone+= bone
    bone+= bone2

    Result: It will export > None(It will not export it since you need to assign all the bones to have some animations in the action set "Armature Action")

    Here the file:
    http://www.fileswap.com/dl/2ubdLOfq/...DK3.blend.html

    Since there more objects in the scene you need to select your mesh and armature to get the export to work.

  2. #42

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    Hi Darknet,

    I haven't really looked into actions at all in Blender- it looks like I can just make a new blender file for each animation, export each as a .psa and then combine them together in UDK. I'll take a look at your instructions.

    Meanwhile, I saw people online looking for a Blender file that matches the skeletal mesh for the default male character in UDK. Here is one.
    Because of the way the UDK characters have their bones put together it is more effort to weight paint but unfortunately necessary.
    Last edited by explodi; 05-09-2011 at 06:13 AM.

  3. #43
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    Hi,

    I have been silently watching this exporter for a while now, great work! Since you said the smoothing was working now I tried it out again, but my meshes are still completly smoothed when imported to udk

    Blender:


    and UDK:


    There is not much to do wrong, is there? I just set the faces smooth and flat and hit export (Of course there is an armature, weightpainted vertex groups, etc.)
    Also I noticed that sometimes faces are missing, but I haven't found out what causes this.
    I use Blender 2.58

    greetings

  4. #44
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    Default

    I just check on the smoothing and it not working for some reason on the 2.58. It was working fine before.

    As well some update in the script for some work around coding deal with exporting all the animation sets that deal with IK and some bug in the action set group.

  5. #45
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    Ok, would be cool if you can fix this
    The faces disappearing were my fault (flipped normals....)

    greetings

  6. #46

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    i tried to export my gun, but it seems that it doesn´t work

    here is the file

    http://www.mediafire.com/?r2atojon8s08tkk

    Do you have any good tutorial? the best that i ve found only worked with cubes.

  7. #47
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    Default

    One question about export and import skeletal mesh into UDK, for example if I have armor parts that are a objects how can I joint them together with the rest of the body inside the UDK ?

  8. #48
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    Quote Originally Posted by explodi View Post
    Hi Darknet,

    I haven't really looked into actions at all in Blender- it looks like I can just make a new blender file for each animation, export each as a .psa and then combine them together in UDK. I'll take a look at your instructions.

    Meanwhile, I saw people online looking for a Blender file that matches the skeletal mesh for the default male character in UDK. Here is one.
    Because of the way the UDK characters have their bones put together it is more effort to weight paint but unfortunately necessary.
    You mean to Weight Paint manually? Or theres a simpler way?.

  9. #49
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    utech
    It depend how code or script it. Armor parts you can spawn and attach it. You can either hide and show armor.

    If part of the armor you can scale the bone that is attach to the armor part like head gear. You can set it to zero on bone head to zero to hide and leave rest untouched. But has the animation with it. To match it.

    That the two way I could think of.
    RobyLP

    Weight paint have few way to do. There auto weight, envelop, heat base on the bones close to vertex points. As well you can manual paint it or selected vertex group and assign 0 - 1.

  10. #50
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    Please can I get some help? I can't get this to work.

    I've tried 2.59 and the PSK/PSA exporter as an add on.

    I installed Blender 2.6 with the PSK/PSA exporter 2.4 and I get the same error I think.

    I have to use Blender 2.49b with version .16, that's the only way I can get it to work.

    This is the error I get:

    Traceback (most recent call last):
    File"...\2.60\scripts\addons\io_export_unreal_psk_ psa.py", line 2009, in execute write_data(self.filepath, context)
    File"...io_export_unreal_psk_psa.py", line 1800, in write_data fs_callback(path, context)
    ..., line 1724, in fs_callback parse_meshes(blender_meshes, psk)
    ..., line 739, in parse_meshes psk_file.GetMatByIndex(object_material_index)
    ..., line 463, in GetMatByIndex m.MaterialName = MaterialName [mat_index]
    Last edited by TheWarlord25; 11-10-2011 at 10:30 PM.

  11. #51
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    Before I ask let me thank you for this great script!

    Now, Is there any news on the face smoothing thing? I'm testing Blender 2.61, everything works but the smoothing.

  12. #52

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    I am having a problem with the exporter packed in in blender 2.61

    Here os the error

    Init Export Script:
    Exporting ALL...
    ========EXPORTING TO UNREAL SKELETAL MESH FORMATS========

    Blender Version: 61 -
    PSK File: C:\glock174.psk
    PSA File: C:\glock174.psa
    Checking object count...
    Mesh Count: 1 Armature Count: 1
    ====================================
    Checking Mesh Condtion(s):
    - One Mesh Scene
    ====================================
    Checking Armature Condtion(s):
    - One Armature Scene
    //===============================
    // STEP 1
    //===============================
    ----- parsing meshes -----
    Number of Object Meshes: 1
    Checking mesh if needs to convert quad to Tri...
    No need to convert tri mesh.
    Mesh Name: Plane.000
    == MATERIAL EXPORT LIST & INDEX
    [MATERIAL IDX: 0 =]
    Exception during Mesh Parse
    Traceback (most recent call last):
    File "C:\Program Files\Blender Foundation\Blender\2.61\scripts\addons\io_expor
    t_unreal_psk_psa.py", line 2089, in invoke
    fs_callback(default_path, bpy.context)
    File "C:\Program Files\Blender Foundation\Blender\2.61\scripts\addons\io_expor
    t_unreal_psk_psa.py", line 1724, in fs_callback
    parse_meshes(blender_meshes, psk)
    File "C:\Program Files\Blender Foundation\Blender\2.61\scripts\addons\io_expor
    t_unreal_psk_psa.py", line 688, in parse_meshes
    if current_obj.material_slots[counter].material.texture_slots[0].texture.ima
    ge.filepath != None:
    AttributeError: 'CloudsTexture' object has no attribute 'image'

    location:<unknown location>:-1

    location:<unknown location>:-1

  13. #53
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    Thumbs up Add on update

    Hi everyone.

    I "updated" the script with some code from the 2.49b exporter in order to support the edge split modifier as smoothing group. Although its pretty slow, due to the removal of a native function (mesh.findEdges() if you wanna know) in the new Blender API, so I had to implement it in python.

    Also I added a control to let the user choose the exported file name from the mesh name or the .blend filename.

    Could someone test it, please? Download it here.


    @pavomba

    Did you set up a material in your mesh?

  14. #54

    Default

    Quote Originally Posted by MVGS View Post
    Hi everyone.

    I "updated" the script with some code from the 2.49b exporter in order to support the edge split modifier as smoothing group. Although its pretty slow, due to the removal of a native function (mesh.findEdges() if you wanna know) in the new Blender API, so I had to implement it in python.

    Also I added a control to let the user choose the exported file name from the mesh name or the .blend filename.

    Could someone test it, please? Download it here.


    @pavomba

    Did you set up a material in your mesh?
    Yup i've set up one.

  15. #55
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    @MVGS

    First test and all is well. Great job! I'm getting to grips with my project's asset workflow this month, so I'll let you know if I run into any problems.

  16. #56
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    I have a potential fix for animation rate, without having to change RateScale in the anim set editor.

    Code:
    anim.TrackTime = float(frame_count) / anim.AnimRate
    
    # should just be:
    
    anim.TrackTime = float(frame_count)
    Not sure if this masks a deeper issue, or if the C++ header is just misleading, but the above does work.
    e.g.
    Blender: 24fps, 100 frames = 4.166 secs
    Imported into UDK: RateScale 1.0, 100 frames = 4.166 secs

  17. #57

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    Fixed my error, it was just some kind of problem with the material, but there still the normal vector coplanar error.

  18. #58

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    is there any export scripts that i could export more than one mesh (i need to iexport 3 mesh 1 body mesh and 2 eye mesh)..please help

  19. #59
    Boomshot
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    Default

    It's missing some features needed for a major project so I'm considering a refactor of this addon. This is primarily for my own personal use but if it's okay with the original authors (Darknet, et al) I'll release it. A few of the planned changes:
    • complete code re-factor for Blender 2.6x and Python 3
    • bug fixes, remove legacy stuff
    • flexibility with scene objects: multiple armatures and meshes
    • full animation rigs: constraints, IK, controller bones

  20. #60

    Default

    Hi Spoof i think it will great if you could add to this great exporter,
    This exporter give people with little finance a chance to use udk.
    Is your update going to involve the importer with animation.

  21. #61

  22. #62
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    Quote Originally Posted by Spoof View Post
    It's missing some features needed for a major project so I'm considering a refactor of this addon. This is primarily for my own personal use but if it's okay with the original authors (Darknet, et al) I'll release it. A few of the planned changes:
    • complete code re-factor for Blender 2.6x and Python 3
    • bug fixes, remove legacy stuff
    • flexibility with scene objects: multiple armatures and meshes
    • full animation rigs: constraints, IK, controller bones
    I think they'll be okay, please proceed.

  23. #63
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    It ok to release script I stop update that I been busy with game dev. I haven't have time to update the script export. The error there still for texture image that need to uv to match up with the material psk naming. Usually it for path for the name in udk to know which material order list. To assign it. But didn't see if work or not. But I try to update the script if can.
    Last edited by darknet; 03-25-2012 at 12:43 PM.

  24. #64
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    Quote Originally Posted by darknet View Post
    Notice There a limit for your psk packages. Vertex point is cap on short variable. Short variable is 32767 max value. Deal with pack data
    Is there any way to fix this, I have a vehicle that I have built and rigged but when I try to export it to PSK I get this "vertex point cap" error. Can you explain what this means, i.e is this per vertex group? can I add additional vertex groups to reduce this... basically is there any way around this problem?

  25. #65
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    There is max limit for vertex points. It should be 32767 under this limit. There no way around since it format in pack data else it will be unable to read the data pack. var data is short.
    Last edited by darknet; 04-07-2012 at 03:52 PM.

  26. #66
    Boomshot
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    Default

    Sorry about the delay. I did a lot of work on the exporter in January, but I've been too busy to complete it. I'm hoping to get some time later this month to continue.

  27. #67
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    Update >
    Manage to worked on the blender 2.63 that is coming out. There was some mesh api change and new bmesh class. Still need to work out the error but little busy with other things. Thanks to Spoof script that has been clean up and working some changes in the scripts. The script current support one mesh at the time and haven't time to test it. It not in the svn yet.

  28. #68

    Default

    I have this problem:



    try with the script that you left but continues this problem.

    Sorry for my English, bing translator

  29. #69

    Default

    I have this problem:


    http://subefotos.com/ver/?f2e126bcca...286836f11o.png


    try with the script that you left but continues this problem.

    Sorry for my English, bing translator

  30. #70
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    You need to add material to the mesh. Else give error on it. @splitscreen2

  31. #71

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    thanks!!!!

  32. #72
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    [Blender Import Psk/Psa:][2012.10.30][BETA]
    http://code.google.com/p/unrealtacti...20121030v2.zip
    [download] version 2

    User flufy3d has contact me about getting the blender 2.6x to import the psk and psa in blender format working. I just gave him some help as it was not very much as I pointed out some areas.

    User flufy3d has manage to get the import the psk and psa files code working. Note the blender version script is out date to 2.62 that the current version the person was working on. Just the mesh data format was change still need to fixed it.

    Some note here that material uv is not worked. Just manage to get the model working. I only manage to test out flufy3d psk and psa rig build import files and it seem to work and my files as well. As I just got the script from flufy3d from fews days ago. Not sure how long until get the script clean as it was different from the new ones.
    Last edited by darknet; 10-30-2012 at 05:20 PM.

  33. #73

    Default

    Hello,

    [I'm using Blender 2.64a with the latest version of the plugin]

    I've been trying to get a blender model into Killing Floor using the psa/psk exporter provided in this thread but i'm running into a ton of problems.

    1-Parsing smoothing groups problem:“maximum recursion depth exceeded”


    On models with more than 4.000 triangles (aproximately), the parsing smoothing group process halts with the message “maximum recursion depth exceeded”. I've tested it on a very simple model, 3 spheres with multires.

    I was able to get around the problem by adding the line

    sys.setrecursionlimit(1000000)

    however...


    2-Parsing smoothing groups problem:“Stack overflow”

    The above fix leads to Stack overflow with large meshs (more than 18k triangles)


    3-"Normal coplanar with face! points:"

    When trying to determine the face normal, sometimes it gives this error, yet was never able to fix it on the mesh. I wasn't really able to locate the offending face either.

    In order to preceed i had to comment out dot = 0 part and pick an arbitrary normal direction.


    if dot > 0:
    (tri.WedgeIndex2, tri.WedgeIndex1, tri.WedgeIndex0) = wedge_list
    elif dot < 0:
    (tri.WedgeIndex0, tri.WedgeIndex1, tri.WedgeIndex2) = wedge_list
    else:
    (tri.WedgeIndex2, tri.WedgeIndex1, tri.WedgeIndex0) = wedge_list

    #dindex0 = face.vertices[0];
    #dindex1 = face.vertices[1];
    #dindex2 = face.vertices[2];

    #mesh.data.vertices[dindex0].select = True
    #mesh.data.vertices[dindex1].select = True
    #mesh.data.vertices[dindex2].select = True

    #raise Error("Normal coplanar with face! points:", mesh.data.vertices[dindex0].co, mesh.data.vertices[dindex1].co, mesh.data.vertices[dindex2].co)


    4-Corrupted animations or skeletons


    I was able to make a model with animations and properly import it into the SDK.

    However, i was never able to link pre-existing animations to a new model, nor make new animations for an existing model (ex: Modifying the player character's psk would completely break the animations on the SDK, even if the skeleton was left untouched and only the mesh was modified ).

    Even after importing a PSK into blender and immediately exporting it back would cause the animations to break. As such, i am unable to modify any game asset without having to make all the animations from scratch all over again.

    I also tried making a new skeleton from scratch, to make it look exactly like the imported one. It still breaks.

    Somewhere during the exporting process, the link between animation and skeleton get completely screwed. Pre-existing animations appear to be incompatible with newly created meshs/skeletons


    Any ideas on how i can fix/work around this?
    Last edited by nicolarre; 12-10-2012 at 08:40 PM.

  34. #74
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    1-Parsing smoothing groups problem:“maximum recursion depth exceeded”
    -It just more than one fa​ce can handle as it can handle 4 vertex point that make up the face.

    2-Parsing smoothing groups problem:“Stack overflow”
    -that I do not know.

    3-"Normal coplanar with face! points:"
    -It to deal with the faces that made into a line or vertex so close to each other.

    4-Corrupted animations or skeletons
    -Import the psa into the blender is little buggy as i didn't fully test. But it broke in some area some where. Just the rotation still need work working right.

    You can pm me the files that I will try to fixed it. Just I can't explain in detail. I need to trouble shoot it as I often fixed things.

    The following that you can just checking as just create a back file and test the mesh. Select and delete part of the mesh to find any error that you might have missed. And try to export the mesh and the armature.
    Last edited by darknet; 12-10-2012 at 09:10 PM.

  35. #75
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    Why have this
    http://puu.sh/1FOF9
    turned into this
    http://puu.sh/1FOEL

    It has a simple animation wich the arms, neck and head moves. The head seens to be moving alright, but the arms got complely twisted.

    I have just one mesh, one armature, they are both centered and wich scale of 1.

  36. #76
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    Did you try the new update on rebuild objects on export? It seem there are weight conflict. Just make sure the weight are even.

  37. #77
    Skaarj
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    Quote Originally Posted by nicolarre View Post
    ...

    1-Parsing smoothing groups problem:“maximum recursion depth exceeded”


    On models with more than 4.000 triangles (aproximately), the parsing smoothing group process halts with the message “maximum recursion depth exceeded”. I've tested it on a very simple model, 3 spheres with multires.

    I was able to get around the problem by adding the line

    sys.setrecursionlimit(1000000)

    however...
    hi folks,
    very quick follow on question to this: where do you add the line sys.setrecursionlimit(1000000) to??

    cheers
    rgds Dave

  38. #78
    Skaarj
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    Ah, found the answer myself through trial and error.
    For those of you who don't know, you can insert the sys.setrecursionlimit(1000000) after the Constants in the import script (the Constants are immediately after the import section).
    With that in and a restart of Blender the error: "maximum recursion depth exceeded" goes away.

    cheers
    rgds Dave

  39. #79
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    Blender 2.66 is update to deal with some api. Note just the list is change and object export select is working.

    The smoothing is working a bit. Been trying to get the smoothing to work as there was no luck. Still I am missing something from pack and for the format is not working for some reason. I am not sure if might be the 32 or 64 bit format.

  40. #80
    Skaarj
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    Ah, found the answer myself through trial and error.
    For those of you who don't know, you can insert the sys.setrecursionlimit(1000000) after the Constants in the import script (the Constants are immediately after the import section).
    With that in and a restart of Blender the error: "maximum recursion depth exceeded" goes away.

    cheers
    rgds Dave


 
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