The Infinity Blade Forums Have Moved

We've launched brand new Infinity Blade forums with improved features and revamped layout. We've also included a complete archive of the previous posts. Come check out the new Infinity Blade forums.
See more
See less

Blender - Actorx

  • Filter
  • Time
  • Show
Clear All
new posts

  • Blender - Actorx

    I have made a human male with walk cycle animation.

    I am using Blender 2.57.1 and now wish to export the model, rig and animation into UDK.

    I have searched on the forum, from that I have gathered that actorx is not available for Blender.

    I have read that you can export using FBX, I tried that and it did not work.

    I tried ASE, that did not work.

    Can someone point me to a video or link where I can read more detailed information on how to do this?

    Thank you in advance.

  • #2
    If you look in the "addons" section of blender > user preferences. There is an addon by the name of PSK/PSA exporter for Unreal. Check version 2.2. it will let you export your skeletal mesh for UDK.

    UDK currently, doesn't support blender natively. let's hope, this changes in future.

    ASE is for static meshes only. not for skeletal mesh.

    You can find info on PSK/PSA Here


    • #3
      Thanks for the info.

      Is there a video or tutorial or documentation on how to use this PSK/PSA tool?


      • #4
        I took a look at the documentation from the link, it talks about check boxes, but there is not any.

        I watched the first video, but the sound quality was poor and could not understand it.

        I will check the rest of those links out, if anyone knows of any other video links, tutorials or documentation links, I would grateful.


        • #5
          I tried the most simple tutorial on that page, I can not get it to work.

          I get an error when exporting. But no error appears in the info box.

          Any ideas?


          • #6
            ok, first things first.
            1)You can use only one armature for your skeletal - mesh.
            2)All bones should be copied or extruded form the first bone of the mesh (usually called root bone and used as the parent of every other bone)
            3)All support bones (IK, FK, control bone etc) should not deform the mesh (uncheck deform option)
            4)before making animation or anything else. properly skin your mesh to the bones.
            5)apply location/rotation/scale for both mesh & armature
            6) Animate
            7) export via export, one animation at a time.


            • #7
              Thanks for all your help so far.

              After watching another video that I found, I was missing another addon, it is found in the addon section. import/export for PSK. It brings up UDK tools. When you press 'T'.

              It also has a console there, so I can now see error messages as to why the export fails.

              I get the following error message:

              Checking Armature Condtions(s):
              - One Armature Scene
              Error, Mesh Object not center. Vector <<loads of numbers here>>
              Error, Armature Object not center. Vector <<loads of numbers here>>
              Export Fail!


              • #8
                you need to apply step no 5 for both mesh & armature


                • #9
                  Aha, that fixed it.

                  Wow, what a saga. The tale will be told in the halls of greatness, of a Hero with Blender skills swooping down and picking up his brother in time of need.

                  Many thanks.


                  • #10
                    I get the following error message if i try to export a simple mesh with armature and animation:

                    Exception during Armature Parse
                    Traceback (most recent call last):
                    File "C:\Program Files\Blender Foundation\Blender\2.58\scripts\addons\io_expor
          ", line 1900, in execute
                    write_data(self.filepath, context)
                    File "C:\Program Files\Blender Foundation\Blender\2.58\scripts\addons\io_expor
          ", line 1754, in write_data
                    fs_callback(path, context)
                    File "C:\Program Files\Blender Foundation\Blender\2.58\scripts\addons\io_expor
          ", line 1692, in fs_callback
                    parse_armature(blender_armature, psk, psa)
                    File "C:\Program Files\Blender Foundation\Blender\2.58\scripts\addons\io_expor
          ", line 1080, in parse_armature
                    raise RuntimeError("There too many Main bones. Number main bones:",mainbonec
                    RuntimeError: ('There too many Main bones. Number main bones:', 3)

                    location:<unknown location>:-1

                    location:<unknown location>:-1

                    Dose anyboy have an idear how to avoid this error?


                    • #11
                      It looks like you have more than one main bone. This happened to me when I was building a rig. I was building a rig for a human male. Started at the base of the spine and went up. Then came back down and began working on legs.

                      Remember, all copies of the armature then to be copies of the first bone that you made. This is sometimes named the 'root' bone. (Important, do this in edit mode only.)

                      So if you need to do this kind of thing, like above. Try clicking on the root bone, shift D, move the bone into position and then parent it to chain where needed.


                      • #12
                        2 of the bones in your mesh are not parented. they must be parented some bone or directly to the rootbone.


                        • #13
                          Thank you. I have used e for extruding. is extruding not supported? arent extruded bones automaticly parented?


                          • #14
                            extrusion is ok, and they are parented. but the script says that 2 of the bones are not parented, search and parent them. your problem will be solved.
                            Before exporting or animating. In armature edit mode, set your bone roll to x , y or z (depends on your armature), so that all of your armature bones work fine.


                            • #15
                              Thank you the export worked with a test file. But now i have a real character file which was changed and moved in Object mode sometime during the creation process, fore sure, but I can't say how much and what was moved, scaled ore rotated. Since i have heard that one shouldn't move things in object mode, I would like to know why; and if there is a way to export things which are moved in objet mode.? Would something like the "reset x forms" command from 3ds max help? How could this feature be called in blender?