Announcement

Collapse

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 2.57 ASE export

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Originally posted by MCampagnini View Post
    it's there...snug at the bottom of the post

    At the moment Blender has issues exporting from most UDK file formats. The goal is to get Blender in the position where it can be used just as well as any other $$$$ modeling package...starting with the ASE Exporter.

    Latest updates:
    Will not export the material if:
    • The material is not found on any mesh face
    • The texture image slot is not a unique image file

    The reasons for this are to avoid adding materials that are duplicates and/or unused.

    Other updates
    • Added a checkbox option to triangulate the mesh or not
    • Will not export any materials applied to the collision model (must have UCX_ prefix, ill add the other prefixes later)

    Time to work on the multiple uv maps!
    Nice progress!
    I have a question, though: Does smooth-grouping by Vert Splitting work with the exported .ase?

    //e: I was too stupid to read the posts above; it's nice that someone's planning to integrate smoothgroups and multi-UVs!

    Comment


    • #17
      Originally posted by MCampagnini View Post
      • Will not export any materials applied to the collision model (must have UCX_ prefix, ill add the other prefixes later)

      I updated my site with version 1.0.3. Regarding the above change, you still need to assign a material/texture/image and UV map the collision object for the exporter to work.

      I presumed that if you had the UCX_ prefix, the exporter wouldn't require that object to have a material or UV map since it will be invisible in the game.

      I just wanted to clear this up for others.

      p.s. Out of curiosity, is there a way to permanently change the scale value in Blender to 1? I build all my meshes at the same size as they would be in UT 3.

      Comment


      • #18
        Originally posted by Odedge View Post
        [/LIST]
        I presumed that if you had the UCX_ prefix, the exporter wouldn't require that object to have a material or UV map since it will be invisible in the game.
        That is the plan, I only made it so it doesn't export the materials / textures - a later release will complete this and allow it to pass other checks. Working on the uv mapping issues now, I am hoping to wrap it up today or tomorrow.

        Not sure if this will help, but in Blender I use a scale of 1.00, with 16 lines, and 10 subdivisions (press n in viewport and go to display). The exporter scales it up x16 for UDK. See if that works for you.

        Comment


        • #19
          Originally posted by MCampagnini View Post
          Not sure if this will help, but in Blender I use a scale of 1.00, with 16 lines, and 10 subdivisions (press n in viewport and go to display). The exporter scales it up x16 for UDK. See if that works for you.
          I tried it, but the issue for me is that it's too hard to tell when you are on the "1" grid unit and you can go lower.

          I set my scale to 64 and subdivisions to 8. The scale of 64 won't let you see lower than a 1x1 grid, which makes more sense to me when making something to use in the Unreal editor.

          Comment


          • #20
            just to give everyone an update on where i'm at -

            im about 95% done with the code to allow for multiple uv's, just one line of code left that i have to figure out to tie it all together (thanks to the Blender Foundation jokesters who think API docs should consist of only function names, not descriptions and examples )

            getting there, i'll do another post and video on my site when i upload it.

            Comment


            • #21
              Originally posted by MCampagnini View Post
              getting there, i'll do another post and video on my site when i upload it.
              Looking forward to it.

              I spent some time yesterday practicing with the multiple materials and how to properly see them in Blender. At first, only 1 texture was displaying on the entire model.

              Comment


              • #22
                remember that with the updates, the video is no longer up to date. multiple materials will not export if they are 1) not assigned and 2) do not have a unique image in the image texture slot.

                #2 is probably what got you. in the video I used "untitled" for both materials, now you cant do that, use "untitled.001" or something.

                3) theres a bug, but lets hope not...

                Comment


                • #23
                  ASE Exporter vMC 1.04

                  Main Features:
                  • Multiple UVs Support
                  • Multiple Material
                  • Quality of Life Updates

                  Next Up:
                  • Smoothing Groups!

                  1.04 introduces multiple uv exporting, we've got two of the three milestones down (Multiple materials and multiple uvs), leaving only smoothing groups left! Time to celebrate...who's buying the first round? /cheers

                  The video and information on the site will be updated for the current version tomorrow...too late to do it now...

                  To odedge: The collision models still need a material / uvs, i'll go back to it later.

                  Comment


                  • #24
                    Originally posted by MCampagnini View Post
                    ASE Exporter vMC 1.04

                    Main Features:
                    • Multiple UVs Support

                    Nice. My site has been updated as well.
                    Next Up:
                    • Smoothing Groups!

                    Good to hear. Out of curiosty, do smoothing groups have the same general effect has either "smooth" or "flat" shading in Blender?

                    Time to celebrate...who's buying the first round? /cheers
                    Next person to post is buying.

                    Comment


                    • #25
                      good work.

                      Comment


                      • #26
                        Originally posted by MCampagnini View Post
                        ASE Exporter vMC 1.04

                        Main Features:
                        • Multiple UVs Support
                        • Multiple Material
                        • Quality of Life Updates

                        Next Up:
                        • Smoothing Groups!

                        1.04 introduces multiple uv exporting, we've got two of the three milestones down (Multiple materials and multiple uvs), leaving only smoothing groups left! Time to celebrate...who's buying the first round? /cheers

                        The video and information on the site will be updated for the current version tomorrow...too late to do it now...

                        To odedge: The collision models still need a material / uvs, i'll go back to it later.
                        Awesome sauce!
                        Now only the smoothgroups remain, great progress!

                        Comment


                        • #27
                          i might be finished with implementing the smoothing groups as early as tomorrow. it will, however, require that the mesh be triangulated.

                          Comment


                          • #28
                            Great work, it's been nice how easy this is to use. Smoothing groups would make it even better once you have those.

                            For scaling, myself I prefer to work in cm so for my needs it's actually a whopping scale of 50 (2cm = 1 UDK unit and I guess it assumes metric scale = 1 meter). Any way we can easily set the scale default for the exporter?

                            Comment


                            • #29
                              yeah the smoothing groups are getting complicated - i implemented a slider so you can set which degree to break up your smoothing groups into. it's working but needs some refinement. it won't be done today like i had hoped, maybe sunday.

                              your gonna have to open the code to set it to a default. get this line near the bottom and change both default values to what you want.

                              ASE_SCALE = FloatProperty(name="Scale", description="Object scaling factor (default: 16)", min=0.01, max=1000.0, soft_min=0.01, soft_max=1000.0, default=16.0)

                              Comment


                              • #30
                                Originally posted by MCampagnini View Post
                                yeah the smoothing groups are getting complicated - i implemented a slider so you can set which degree to break up your smoothing groups into. it's working but needs some refinement. it won't be done today like i had hoped, maybe sunday.

                                your gonna have to open the code to set it to a default. get this line near the bottom and change both default values to what you want.

                                ASE_SCALE = FloatProperty(name="Scale", description="Object scaling factor (default: 16)", min=0.01, max=1000.0, soft_min=0.01, soft_max=1000.0, default=16.0)
                                Thanks.

                                I wonder, is there any way to put smoothing information into the .ase based on any Blender modifiers that are not applied yet? Or does Blender auto-apply before you get the data to the exporter?

                                From what I gather, the problem is that UDK on import will clean up the edges if they aren't specifically in smoothing groups in the format it expects from Max, etc.?

                                Also, on katsbits there's a Blender 2.49 .ase exporter that supposedly forces Max-style smoothing groups. I don't know if that's a helpful example but here's the link: http://www.katsbits.com/tools/#ase

                                Comment

                                Working...
                                X