Question for anyone familiar with 2.54 and its Unreal Export Tools


#1

I’m a jack of all trades working on a few game projects. I’m mostly familiar with the Unreal Development Kit and 3ds max. I made the switch to blender because I ran out of trial time on Max. I’ve shied away in the past due to an intimidating interface, and not enough time. With the updates made in Blender 2.5, and a dash of determination and free time, I decided it was time I learned to use this great tool. So far, it’s going slow, but fun!

My main question right now is concerning the exporting of skeletal mesh animations into UDK. Exporting the skeletal mesh is straightforward enough. Animations, not so much. With ActorX, the main exporter for Max and Maya, you would take, for example, the first 30 frames, and have it digest that animation into the PSA. Then you would add the next 30 frames, and digest that to the PSA as a separate animation. You would continue doing this until your PSA had all the animations that you wanted to add. With Blender’s Unreal tool, it seems all I can do is export the entire timeline as one animation.

Did I miss something? Do you just put each animation on a separate track and export it that way? I haven’t delved too deep into Blender’s Animation capabilities just yet, so I very well could be missing something extremely simple. I’ve been searching around for others that have tried, but it seems that few have delved too deeply into the whole Blender-UDK thing.

Thank you in advance to anyone that can offer advice to this conundrum!


#2

Ryan Rothweiler recently put some tutes up - would they be useful? The thread is hereand the tutorials here (static export of mesh) and here (Skeletal mesh and animation)


#3

thanks for the links, those tutorials are awesome. :slight_smile:


#4

No worries - his tutes actually prompted me to grab the UDK and start messing with it again!


#5

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