--[Update]-[post]-[Information]--
I update the Blender export psk/psa script that work. I am release the stable blender export script, so other blender mod can start working.
PSK = Skeleton Mesh (Pass)
PSA = Animation Set (Pass) - Note, it is in unreal bone format so check out the vehicles, weapons, and characters have different format for the rotation and the position.
I add on or made changes from their script.
http://www.p-fat.net/
Read Me First Blender 2.45 -2.49b:
Get the current Blender version to support plug-in script export. Learning blender first is need before you start exporting your psa and psk files. There is a video tutorials lesson on blender site.
Information About this Plug-in for Blender Export:
The Armature bone are working for PSK and PSA. The bone are base on the head bone position when exported to psk. Credits to the people are in the readme.txt file. List of credits and changes log are in there.
Animation (Action Editor) > (Animation Set):
The Animations are working from different bones rotation when the amature is build. The Mesh and Armature must center the pivot point together else you will get some offset when the animation is export.
Sample Files:
http://unrealtacticalmod.googlecode....trunk/Blender/ (Blender Files Folder)
-anim_body_test.blend (Working Animation) (All same Bone rotations direction)
-anim_body_test2.blend (Working Animation) (Different bone rotations)
Script path(if default set from install):
-window xp
..\Documents and Settings\user%\Application Data\Blender Foundation\Blender\.blender\scripts
Here the Blender Export for psk/psa: [update 2011.02.22]
-if you having problem with the smoothing groups use the 0.0.16 version.
[ = This version is 0.0.19 = ][ Stable Version ][ Required Blender 2.45 - 2.49b]
http://unrealtacticalmod.googlecode....rt_psk_psa.rar [DOWNLOAD]
-Added Selected Meshes that must match the armature and to link as well to be export as one mesh. Note it use the blender functions to able to copy, join, and triangle functions. That will link and unlink from the scene to be get it working. Mean there extra meshes just for tmp build.
-Update by:moyah
This script improve smoothing groups. Note there mesh functions and operations to make it work.
Post Relation to this link:
http://forums.epicgames.com/showthread.php?t=754249
[ = This version is 0.0.16 = ][ Stable Version ][ Required Blender 2.45 - 2.49b]
http://www.filefront.com/17341343/v0...t_psk_psa.rar/ [Download]
http://unrealtacticalmod.googlecode....rt_psk_psa.rar [Download 2]
-Added Smoothing Group (For some reason it wasn't added in.)
[ Rebuild Armature and Mesh Tool ][2011.04.13] It is still work in progress build.
http://unrealtacticalmod.googlecode....Mesh%20Tool.py [DOWNLOAD]
This script tool. It under export section.
This deal with rebuild object for mesh and armature only selected object.
It will rebuild the armature object. <-Button
It will rebuild the mesh. But it doesn't support material, uv, and smoothing yet. <-Button
It will select smooth faces that is current selected. <-Button
This will help you skeleton mesh being deform for some odd reason when import to unreal editor. Note you need to repaint paint your weights for your skeleton mesh. It help clean the mesh and armature from deforming.
Required:
Python 2.6.2 - 2.6.4
Support:
- Convert Triangular Mesh When Export.
- Scale and Rotation object mode for matrix code (On Hold)
-Notes:
--Mirror bones copy function tends to break, you need to clone.
What to do before your export.
-Do not scale or rotate them in object mode.
-Center your armature and mesh object to deal with the pivot point.
-Do not scale the bones in edit or pose mode that is not yet work.
--Note if know how scale your mesh or bone (not the pose) in edit mode it might work. Not the object mode. Did couple of test on my blender files. Need to work on the matrix. Once I get the code working. Use the pivot > 3D cursor to scale them to size. But the cursor have to be center to do that. [Shift + C] to center your cursor. To match the bones and the mesh frame. You can rotate it in edit mode. Be sure you test it.
-Make sure you have two or more bones else it will crash on you.
Video:
http://www.youtube.com/watch?v=Ps0nXS8ib8Q [skeleton mesh quick rig]
http://www.youtube.com/watch?v=IynmOxkCLio [scaling mesh and bone]
What I have tested?
-Vehicle Builds(working)
-Weapon Builds (working)
-Character builds: (On Hold) Main Bone rotation need to be fixed for it to work.
Blender IKs constraints:
For those who want to get the IKs working. When you setting up your iks. Do the basic animations. When your finish your IKs. You need to make your armature bones pose have set keys. Meaning the bones must have pose animation in them. Since they will only export armature bones and the other objects are ignore.
Here one of my example.
http://code.google.com/p/unrealtacti...bone_iks.blend
-Empty object for constraints for animation
-Armature Object -Mannal set pose key bind animation
[Blender Import PSK/PSA 2.49:][2012.04.07]
http://forum.xentax.com/viewtopic.php?f=16&t=5868&hilit=psk
- This is not my work but it work well and tested it work good. Although it needed to be convert in script file to make it easier to get import work well.
- Just found it while ago from my YouTube video post.
Video about the iks:
http://www.youtube.com/watch?v=lshnxdLGxXU
Blender 2.5X has be move to this post:
http://forums.epicgames.com/showthread.php?t=747452
There are video demo to the link here and Main Tutorial:
http://code.google.com/p/unrealtacti...torial_Lessons <- Main Tutorial
PM me if you need help or found any error for export script.
Any feed back would be nice. ^^)>
I update the Blender export psk/psa script that work. I am release the stable blender export script, so other blender mod can start working.
PSK = Skeleton Mesh (Pass)
PSA = Animation Set (Pass) - Note, it is in unreal bone format so check out the vehicles, weapons, and characters have different format for the rotation and the position.
I add on or made changes from their script.
http://www.p-fat.net/
Read Me First Blender 2.45 -2.49b:
Get the current Blender version to support plug-in script export. Learning blender first is need before you start exporting your psa and psk files. There is a video tutorials lesson on blender site.
Information About this Plug-in for Blender Export:
The Armature bone are working for PSK and PSA. The bone are base on the head bone position when exported to psk. Credits to the people are in the readme.txt file. List of credits and changes log are in there.
Animation (Action Editor) > (Animation Set):
The Animations are working from different bones rotation when the amature is build. The Mesh and Armature must center the pivot point together else you will get some offset when the animation is export.
Sample Files:
http://unrealtacticalmod.googlecode....trunk/Blender/ (Blender Files Folder)
-anim_body_test.blend (Working Animation) (All same Bone rotations direction)
-anim_body_test2.blend (Working Animation) (Different bone rotations)
Script path(if default set from install):
-window xp
..\Documents and Settings\user%\Application Data\Blender Foundation\Blender\.blender\scripts
Here the Blender Export for psk/psa: [update 2011.02.22]
-if you having problem with the smoothing groups use the 0.0.16 version.
[ = This version is 0.0.19 = ][ Stable Version ][ Required Blender 2.45 - 2.49b]
http://unrealtacticalmod.googlecode....rt_psk_psa.rar [DOWNLOAD]
-Added Selected Meshes that must match the armature and to link as well to be export as one mesh. Note it use the blender functions to able to copy, join, and triangle functions. That will link and unlink from the scene to be get it working. Mean there extra meshes just for tmp build.
-Update by:moyah
This script improve smoothing groups. Note there mesh functions and operations to make it work.
Post Relation to this link:
http://forums.epicgames.com/showthread.php?t=754249
[ = This version is 0.0.16 = ][ Stable Version ][ Required Blender 2.45 - 2.49b]
http://www.filefront.com/17341343/v0...t_psk_psa.rar/ [Download]
http://unrealtacticalmod.googlecode....rt_psk_psa.rar [Download 2]
-Added Smoothing Group (For some reason it wasn't added in.)
[ Rebuild Armature and Mesh Tool ][2011.04.13] It is still work in progress build.
http://unrealtacticalmod.googlecode....Mesh%20Tool.py [DOWNLOAD]
This script tool. It under export section.
This deal with rebuild object for mesh and armature only selected object.
It will rebuild the armature object. <-Button
It will rebuild the mesh. But it doesn't support material, uv, and smoothing yet. <-Button
It will select smooth faces that is current selected. <-Button
This will help you skeleton mesh being deform for some odd reason when import to unreal editor. Note you need to repaint paint your weights for your skeleton mesh. It help clean the mesh and armature from deforming.
Required:
Python 2.6.2 - 2.6.4
Support:
- Convert Triangular Mesh When Export.
- Scale and Rotation object mode for matrix code (On Hold)
-Notes:
--Mirror bones copy function tends to break, you need to clone.
What to do before your export.
-Do not scale or rotate them in object mode.
-Center your armature and mesh object to deal with the pivot point.
-Do not scale the bones in edit or pose mode that is not yet work.
--Note if know how scale your mesh or bone (not the pose) in edit mode it might work. Not the object mode. Did couple of test on my blender files. Need to work on the matrix. Once I get the code working. Use the pivot > 3D cursor to scale them to size. But the cursor have to be center to do that. [Shift + C] to center your cursor. To match the bones and the mesh frame. You can rotate it in edit mode. Be sure you test it.
-Make sure you have two or more bones else it will crash on you.
Video:
http://www.youtube.com/watch?v=Ps0nXS8ib8Q [skeleton mesh quick rig]
http://www.youtube.com/watch?v=IynmOxkCLio [scaling mesh and bone]
What I have tested?
-Vehicle Builds(working)
-Weapon Builds (working)
-Character builds: (On Hold) Main Bone rotation need to be fixed for it to work.
Blender IKs constraints:
For those who want to get the IKs working. When you setting up your iks. Do the basic animations. When your finish your IKs. You need to make your armature bones pose have set keys. Meaning the bones must have pose animation in them. Since they will only export armature bones and the other objects are ignore.
Here one of my example.
http://code.google.com/p/unrealtacti...bone_iks.blend
-Empty object for constraints for animation
-Armature Object -Mannal set pose key bind animation
[Blender Import PSK/PSA 2.49:][2012.04.07]
http://forum.xentax.com/viewtopic.php?f=16&t=5868&hilit=psk
- This is not my work but it work well and tested it work good. Although it needed to be convert in script file to make it easier to get import work well.
- Just found it while ago from my YouTube video post.
Video about the iks:
http://www.youtube.com/watch?v=lshnxdLGxXU
Blender 2.5X has be move to this post:
http://forums.epicgames.com/showthread.php?t=747452
There are video demo to the link here and Main Tutorial:
http://code.google.com/p/unrealtacti...torial_Lessons <- Main Tutorial
PM me if you need help or found any error for export script.
Any feed back would be nice. ^^)>
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