Added: 6 months ago
From: MCampagnini
Views: 3,793
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  • Problem, I'm adding cubes for collision and it isn't working! What do I do?

  • @X3SB make sure the cubes have a prefix of UCX_ (UCX_Cube1, UCX_Cube2, etc). Also be sure they are selected when exporting. Contact me through my site if you still have trouble.

  • I have a problem with the calculation of the normals.

    If I set them to 'inside' in Blender (v. 2.61) they will be shown 'outside' in UED3 after the ASE-Export (ASE Export vMC 1.41).

    Is there a solution for this problem?

    Regards,

    Mutant117

  • @Mutant117 Uncheck the option to recalculate normals and it will not play with the normals. This option is on the screen where you name your ase file. Let me know if this helps.

  • @MCampagnini It worked perfectly. Thanks! :)

  • Its Better to use Maya

  • @NSaifJason Unfortunately, the problem is that most people do not have that option. This script is for them.

  • Is Texturing , Photoshop , UV Image are Must ? Can we Dont do it only Use Cube ?

  • @NSaifJason See the response I gave your comment you made 3 minutes ago.

  • We Must need to Do UV/Image ? Can We do nothing just use the Cube And Write the Script ASE than Put in In UDK ?

  • @NSaifJason You are required to have the mesh uv unwrapped. you do not need to texture it, but an image texture must be applied in Blender. Watch the video or check out my website to view the requirements.

  • well no collision for me...

  • @heatoneGR If your having trouble, I can work with you to solve it. Contact me through my site. You have to follow the prerequisites as shown in the video for collision to work in UDK. Thanks for the comment.

  • When I try to export a model it throws up a bunch of errors, can i send you the log somewhere? It works for me all the time except with this one model.

  • @roboticjesus116 sure thing, send me an email through the contact page on my site.

  • @MCampagnini I worked it out after a while, thanks anyway

  • i was able to export the object successfully but i cant walk on the the static mesh is it something on blender end or udk and i did add the collision models

  • @tucantoto89 Be sure that the collision mesh is selected when exporting. So if you have a primary mesh and a collision mesh, both should be selected before exporting. Be sure it is named UCX_WHATEVERYOUWANT. Open your model in the content browser of udk (3d model viewer or whatever it is called) and there is a button that says "show collision", if you do not see your collision model something is wrong. You can contact me through my site if you need further help. good luck!

  • Hi, can I ask which version of Blender 2.59 you use? I use the official from blender.org, and when I try to install the plugin Blender crshes and won't start up again. Thanks!

  • @MrDubadubadu I use the 2.60 release. Be sure you have the latest script from my website (although 1.3 and 1.35 will work as well with 2.59). If you still cannot get it to work let me know. Also note, some versions of blender (64-bit) do not have python distributed with them...which could cause blender to blow up when attempting to install the script.

  • @MCampagnini I used 2.60 release (32 bit win XP) with your latest script (1.4) and it still wrecks blender. I can give you the full specs if it helps you.

    I'd also like to ask why you prefer ase over fbx. I use fbx right now, but smoothing groups don't really work. I tried using the edge split modifier (applied it too :)), but UDK doesnt notice the difference. I pretty much have to split meshes into multiple objects at this point to get the wanted result, which I guess causes more draw calls.

  • @MrDubadubadu Make sure that the directory you are exporting to allows read/write. nothing in the script should cause blender to crash - the script can fail if something isn't done correctly, but blender itself should not crash. ASE files are read faster. Also, smoothing groups can make huge difference in game quality. Unless you own max or maya (use fbx), or are using a game engine that does not calculate smoothing groups, the ASE file format is the way to go for static meshes.

  • Sorry for asking again: You exported the Traffic Barrell into the UDK and it seems to big. When i want to export an Object, must i to watch out for the right size from every Object? Thanks in advance!

  • @SledgeNE The exporter uses your blender grid size and scale to determine the size of the object in UDK. You will also notice that there is a "scale" option in the export screen. By default, it will scale your model by 16 units. A character in UDK is 96 units, or 6 feet tall, so by setting up your grid correctly, you will be able to import a model that is not overly gigantic or super small. I'll see about making a video on it today.

  • I don't know why the script isn't appearing for me? I haven't used scripts since 2.49. I'm using 2.59 now but can't figure out why the script isn't showing up in my export menu even though I placed it exactly in this: C:\Program Files\Blender Foundation\Blender\2.59\script­s\addons Is that the right place to put the script? Please help as I've been trying for ages to get my own content into UDK with no success. Good tutorial though!

  • @RobbyStef In blender 2.59 it doesnt matter where you place the script. Go File / User Preferences / Addons / Install Addon. From there, select the exporter script and Save as Default (optional) to enable the script every time you launch blender. You should now see, under File / Export, Ascii Scene Export. If not, be sure the addon is "checked" in your addons panel - remember you can sort it by Import / Export addons to find it quickly. Hope this helps!

  • Excuse me for the long waiting. I think, i know what my problem was: I had made a model, but i haven't UV Unwrap it. Is it right, that i can't export a Object from Blender to UDK without UV Unwrap?

  • @SledgeNE correct. The mesh needs to be uv unwrapped, and it is also suggested that you have two uv textures assigned to the mesh. One is for uv texture space, the second is for lighting in UDK. Everything in the video should be considered a requirement to successfully export a static mesh into UDK.

  • When i use the Exporter i received an error. Must i paint an Object before export to the UDK? Thank you in advance.

  • @SledgeNE Open the blender console (from the help menu). Perform the export operation and review the console log. It will give you more details where the problem is. Usually errors occur from not uv unwrapping the object, not assigning a material and image texture, or incorrect modelling techniques. Let me know how it goes.

  • anywhere. just go into addons and import the script then save as default to have your script loaded every time. good luck, let me know if you have any more questions.

  • Thank you for this great Script! I want to make a car and to export this in the UDK. I use the UDK August 2011. Where i must put the .py-file? Only in Scripts or in Scripts\Addons?

  • you could try psa / psk also, but the fbx file format should be working (although currently it does not export smoothing groups). unfortunately, i have no idea why udk is crashing on you.

  • Cool, Do you know how to import Skeletal Meshes from blender to UDK? i tired the fbx format and for some reason the UDKcrashes every time i do that.

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